def nav_tower_motion(): beh.init(0.22, 40, 0.5, 0.1) state = STATE_MOVE_TO_TOWER motion_start_odo = pose.get_odometer() while True: #while True loop just for testing, will need to call many times nav_tower = hba.find_nav_tower_nbr(127) if state == STATE_MOVE_TO_TOWER: new_nbrs = beh.update() # Move towards the nav_tower until turning around distance reached if nav_tower != None: # move forward beh_out = beh.follow_nbr(nav_tower, MOTION_TV) leds.set_pattern('g', 'blink_fast', LED_BRIGHTNESS) else: leds.set_pattern('g', 'circle', LED_BRIGHTNESS) beh_out = beh.follow_nbr(nav_tower, MOTION_TV) distance_to_go = (motion_start_odo + MOVE_TO_TOWER_DISTANCE) - pose.get_odometer() beh.motion_set(beh_out) if distance_to_go < 0: state = STATE_IDLE return
def spring(): at_tree_odo = None tree_pose = None followers = 0 have_seen_leader = False beh.init(0.22, 40, 0.5, 0.1) motion.init_rv(1000, MOTION_RV, MOTION_CAPTURE_DISTANCE, MOTION_RELEASE_DISTANCE, MOTION_CAPTURE_ANGLE, MOTION_RELEASE_ANGLE) state = STATE_IDLE while True: # run the system updates new_nbrs = beh.update() nbr_list = neighbors.get_neighbors() if new_nbrs: print state beh_out = beh.BEH_INACTIVE # set colors, because why not do it at the top color_counts = [0, 0, 0] for i in range(3): color_counts[i] = min([5, (state - 5 * i)]) if state == STATE_IDLE: leds.set_pattern('rb', 'group', LED_BRIGHTNESS) elif state == STATE_SUCCESS: leds.set_pattern('g', 'circle', LED_BRIGHTNESS) else: leds.set_pattern(color_counts, 'count', LED_BRIGHTNESS) if rone.button_get_value('g'): tree_pose = None followers = 0 have_seen_leader = False state = STATE_IDLE # this is the main finite-state machine if not state in [ STATE_IDLE, STATE_LEADER, STATE_SUCCESS, STATE_FOLLOW ]: for nbr in nbr_list: nbr_state = hba.get_msg_from_nbr(nbr, new_nbrs)[MSG_IDX_STATE] if nbr_state in [STATE_LEADER, STATE_SUCCESS]: start_time = sys.time() state = STATE_FOLLOW if state == STATE_IDLE: if rone.button_get_value('r'): pose.set_pose(0, 0, 0) state = STATE_WANDER elif rone.button_get_value('b'): state = STATE_QUEEN elif state == STATE_QUEEN: pass elif state == STATE_WANDER: ## leds.set_pattern('r', 'circle', LED_BRIGHTNESS) nav = hba.find_nav_tower_nbr(NAV_ID) beh_out = beh.avoid_nbr(nav, MOTION_TV) queen = None for nbr in nbr_list: nbr_state = hba.get_msg_from_nbr(nbr, new_nbrs)[MSG_IDX_STATE] if nbr_state == STATE_QUEEN: queen = nbr if bump_front(): if queen != None: state = STATE_SUCCESS else: tree_pose = pose.get_pose() motion.set_goal((0.0, 0.0), MOTION_TV) at_tree_odo = pose.get_odometer() state = STATE_RETURN elif nav == None: motion.set_goal((0.0, 0.0), MOTION_TV) state = STATE_RETURN elif state == STATE_RETURN: ## nav_tower = hba.find_nav_tower_nbr(NAV_ID) queen = None recruiter = None for nbr in nbr_list: nbr_state = hba.get_msg_from_nbr(nbr, new_nbrs)[MSG_IDX_STATE] if nbr_state == STATE_QUEEN: queen = nbr elif nbr_state == STATE_RECRUIT: recruiter = nbr if queen != None: if (recruiter == None) and (tree_pose != None) and \ close_to_nbr(queen): start_time = sys.time() dist_traveled = pose.get_odometer() - at_tree_odo at_queen_odo = pose.get_odometer() state = STATE_RECRUIT elif not closer_to_nbr(queen): beh_out = beh.follow_nbr(queen, MOTION_TV) else: start_time = sys.time() state = STATE_FOLLOW else: (tv, rv) = motion.update() beh_out = beh.tvrv(tv, rv) elif state == STATE_RECRUIT: new_followers = 0 for nbr in nbr_list: nbr_state = hba.get_msg_from_nbr(nbr, new_nbrs)[MSG_IDX_STATE] if nbr_state == STATE_RECRUIT: if neighbors.get_nbr_id(nbr) > rone.get_id(): state = STATE_FOLLOW elif nbr_state in [STATE_FOLLOW, STATE_QUEEN]: new_followers += 1 if new_followers > followers: print 'reset timer' start_time = sys.time() followers = max([followers, new_followers]) if followers == 4 or sys.time() > start_time + WAIT_TIME: tree_pos = (tree_pose[0], tree_pose[1]) motion.set_goal(tree_pos, MOTION_TV) state = STATE_LEADER elif state == STATE_FOLLOW: recruiter = None leader = None success = False new_followers = 1 for nbr in nbr_list: nbr_state = hba.get_msg_from_nbr(nbr, new_nbrs)[MSG_IDX_STATE] if nbr_state == STATE_RECRUIT: recruiter = nbr elif nbr_state == STATE_LEADER: leader = nbr elif nbr_state == STATE_SUCCESS: leader = nbr success = True elif nbr_state in [STATE_FOLLOW, STATE_WANDER]: new_followers += 1 if success: have_seen_leader = True if new_followers > followers: start_time = sys.time() followers = max([followers, new_followers]) if recruiter == None: if leader == None: if have_seen_leader: beh_out = beh.tvrv(MOTION_TV, 0) elif followers == 5 or sys.time() > start_time + WAIT_TIME: followers = 0 state = STATE_WANDER else: if success and bump() and close_to_nbr(leader): state = STATE_SUCCESS beh_out = beh.follow_nbr(leader, MOTION_TV) elif state == STATE_LEADER: ## (tv, rv) = motion.update() ## beh_out = beh.tvrv(tv, rv) ## if motion.is_done(): ## state = STATE_SUCCESS beh_out = beh.tvrv(-MOTION_TV, 0) if bump() or (pose.get_odometer() - at_queen_odo) > dist_traveled: state = STATE_SUCCESS elif state == STATE_SUCCESS: pass # end of the FSM if state not in [ STATE_IDLE, STATE_RECRUIT, STATE_LEADER, STATE_SUCCESS, STATE_QUEEN ]: bump_beh_out = beh.bump_beh(MOTION_TV) beh_out = beh.subsume([beh_out, bump_beh_out]) # set the beh velocities beh.motion_set(beh_out) #set the HBA message msg = [0, 0, 0] msg[MSG_IDX_STATE] = state hba.set_msg(msg[0], msg[1], msg[2])
def fall(): found_flower = False start_time = 0 target_theta = 0 my_color = -1 beh.init(0.22, 40, 0.5, 0.1) state = STATE_IDLE color = 'r' #for flowers only def wander(): state = STATE_WANDER def collect_pollen(): state = STATE_COLLECT_POLLEN start_time = sys.time() def align_with(target): target_theta = target pose.set_pose(0,0,0) state = STATE_ALIGN start_time = sys.time() #motion_start_odo = pose.get_odometer() while True: beh.init(0.22, 40, 0.5, 0.1) new_nbrs = beh.update() nbrList = neighbors.get_neighbors() if new_nbrs: print nbrList beh_out = beh.BEH_INACTIVE #FINITE STATE MACHINE if state == STATE_IDLE: leds.set_pattern('rb', 'group', LED_BRIGHTNESS) if rone.button_get_value('r'): state = STATE_MOVE_TO_FLOWER if rone.button_get_value('b'): state = STATE_QUEEN if new_nbrs: print "idle" elif state == STATE_WANDER: #run forward, avoid direction of neighbors nav_tower = hba.find_nav_tower_nbr(NAV_ID) if nav_tower == None: state = STATE_RETURN_TO_BASE else: beh_out = beh.avoid_nbr(nav_tower, MOTION_TV) (flower, color) = detflower(nbrList) if flower != None: state = STATE_MOVE_TO_FLOWER elif state == STATE_MOVE_TO_FLOWER: leds.set_pattern('b', 'ramp_slow', LED_BRIGHTNESS) (flower, color) = detflower(nbrList) if flower != None: if (neighbors.get_nbr_range_bits(flower) > 6) or (beh.bump_angle_get() != None): collect_pollen() #collect pollen if we bump or get close else: #otherwise keep following that flower beh_out = beh.follow_nbr(flower, MOTION_TV) elif state == STATE_COLLECT_POLLEN: motion_start_odo = pose.get_odometer() if sys.time() > (collect_pollen_start_time + COLLECT_POLLEN_TIME): state = STATE_RETURN_TO_BASE found_flower = True elif sys.time() < (collect_pollen_start_time + BACK_UP_TIME): tv = -MOTION_TV rv = 0 beh_out = beh.tvrv(tv,rv) turn_start_time = (collect_pollen_start_time + BACK_UP_TIME) elif sys.time() < (turn_start_time + TURN_TIME): tv = 40 rv = -MOTION_RV beh_out = beh.tvrv(tv,rv) else: tv = MOTION_TV rv = (MOTION_RV - 300) beh_out = beh.tvrv(tv,rv) elif state == STATE_RETURN_TO_BASE: nav_tower = hba.find_nav_tower_nbr(NAV_ID) queen = find_queen(nbrList) if (nav_tower == None) and (queen == None): beh_out = (-MOTION_TV, 0, True) elif (nav_tower != None) and (queen == None): beh_out = beh.follow_nbr(nav_tower) elif neighbors.get_nbr_range_bits(queen) > 2: beh_out = beh.follow_nbr(queen, MOTION_TV) elif found_flower: state = STATE_RECRUIT start_time = sys.time() else: state = STATE_FOLLOW start_time = sys.time() elif state == STATE_FOLLOW: recruiter = find_recruiter() if recruiter == None: beh_out = beh.BEH_INACTIVE if sys.time() > (follow_start_time + FOLLOW_TIME): wander() else: bearing = neighbors.get_nbr_bearing(recruiter) orientation = neighbors.get_nbr_orientation(recruiter) align_with(math.pi + bearing - orientation) elif state == STATE_GO: flower = detflower() if not flower == None: state = STATE_MOVE_TO_FLOWER beh_out = beh.tvrv(MOTION_TV, 0) elif state == STATE_RECRUIT: if sys.time() > (recruit_start_time + RECRUIT_TIME): align_with(pose.get_theta() - math.pi) elif state == STATE_ALIGN: tv = 0 heading_error = math.normalize_angle(pose.get_theta() - target_theta) rv = ROTATE_RV_GAIN * heading_error beh_out = beh.tvrv(tv, rv) # you could actually do a running average in the list here small_error = hba.average_error_check(heading_error, [], HEADING_ERROR_LIMIT, new_nbrs) if new_nbrs: print "error", error_list if small_error: state = STATE_GO #END OF FINITE STATE MACHINE bump_beh_out = beh.bump_beh(MOTION_TV) if state not in [STATE_RETURN_TO_BASE, STATE_COLLECT_POLLEN, STATE_RECRUIT]: beh_out = beh.subsume([beh_out, bump_beh_out]) beh.motion_set(beh_out) hba.set_msg(state, my_color, 0)
def summer(): beh.init(0.22, 40, 0.5, 0.1) state = STATE_IDLE while True: # run the system updates new_nbrs = beh.update() nbrList = neighbors.get_neighbors() if new_nbrs: print nbrList beh_out = beh.BEH_INACTIVE # this is the main finite-state machine if state == STATE_IDLE: leds.set_pattern('r', 'circle', LED_BRIGHTNESS) leds.set_pattern('b', 'circle', LED_BRIGHTNESS) if rone.button_get_value('r'): state = STATE_FIND_QUEEN if rone.button_get_value('b'): state = STATE_QUEEN if new_nbrs: print "idle" elif state == STATE_FIND_QUEEN: leds.set_pattern('r', 'ramp_slow', LED_BRIGHTNESS) beh_out = beh.tvrv(MOTION_TV, 0) queen = get_queen() if not queen == None: state = STATE_BUMP_QUEEN else: #go straight and hope for the best beh_out = beh.tvrv(MOTION_TV, 0) elif state == STATE_BUMP_QUEEN: leds.set_pattern('r', 'ramp_slow', LED_BRIGHTNESS) queen = get_queen() if queen == None: state = STATE_RETURN else: if (neighbors.get_nbr_range_bits(queen) > 6) or (beh.bump_angle_get() != None): state = STATE_BACK_UP start_time = sys.time() else: beh_out = beh.follow_nbr(queen, MOTION_TV) elif state == STATE_BACK_UP: if sys.time() > start_time + BACK_UP_TIME: state = STATE_RETURN else: beh_out = beh.tvrv(-MOTION_TV, 0) elif state == STATE_RETURN: leds.set_pattern('r', 'circle', LED_BRIGHTNESS) if rone.button_get_value('r'): state = STATE_FIND_QUEEN queen = get_queen() if queen == None: state = STATE_IDLE else: beh_out = beh.avoid_nbr(queen, MOTION_TV) elif state == STATE_QUEEN: if new_nbrs: print 'Ich bin die Koenigin der welt!' # end of the FSM bump_beh_out = beh.bump_beh(MOTION_TV) if not state == STATE_QUEEN: beh_out = beh.subsume([beh_out, bump_beh_out]) # set the beh velocities beh.motion_set(beh_out) #set the HBA message hba.set_msg(state, 0, 0)
def fall(): found_flower = False start_time = 0 target_theta = 0 my_color = -1 beh.init(0.22, 40, 0.5, 0.1) state = STATE_IDLE color = 'r' #for flowers only def wander(): state = STATE_WANDER def collect_pollen(): state = STATE_COLLECT_POLLEN start_time = sys.time() def align_with(target): target_theta = target pose.set_pose(0, 0, 0) state = STATE_ALIGN start_time = sys.time() #motion_start_odo = pose.get_odometer() while True: beh.init(0.22, 40, 0.5, 0.1) new_nbrs = beh.update() nbrList = neighbors.get_neighbors() if new_nbrs: print nbrList beh_out = beh.BEH_INACTIVE #FINITE STATE MACHINE if state == STATE_IDLE: leds.set_pattern('rb', 'group', LED_BRIGHTNESS) if rone.button_get_value('r'): state = STATE_MOVE_TO_FLOWER if rone.button_get_value('b'): state = STATE_QUEEN if new_nbrs: print "idle" elif state == STATE_WANDER: #run forward, avoid direction of neighbors nav_tower = hba.find_nav_tower_nbr(NAV_ID) if nav_tower == None: state = STATE_RETURN_TO_BASE else: beh_out = beh.avoid_nbr(nav_tower, MOTION_TV) (flower, color) = detflower(nbrList) if flower != None: state = STATE_MOVE_TO_FLOWER elif state == STATE_MOVE_TO_FLOWER: leds.set_pattern('b', 'ramp_slow', LED_BRIGHTNESS) (flower, color) = detflower(nbrList) if flower != None: if (neighbors.get_nbr_range_bits(flower) > 6) or (beh.bump_angle_get() != None): collect_pollen() #collect pollen if we bump or get close else: #otherwise keep following that flower beh_out = beh.follow_nbr(flower, MOTION_TV) elif state == STATE_COLLECT_POLLEN: motion_start_odo = pose.get_odometer() if sys.time() > (collect_pollen_start_time + COLLECT_POLLEN_TIME): state = STATE_RETURN_TO_BASE found_flower = True elif sys.time() < (collect_pollen_start_time + BACK_UP_TIME): tv = -MOTION_TV rv = 0 beh_out = beh.tvrv(tv, rv) turn_start_time = (collect_pollen_start_time + BACK_UP_TIME) elif sys.time() < (turn_start_time + TURN_TIME): tv = 40 rv = -MOTION_RV beh_out = beh.tvrv(tv, rv) else: tv = MOTION_TV rv = (MOTION_RV - 300) beh_out = beh.tvrv(tv, rv) elif state == STATE_RETURN_TO_BASE: nav_tower = hba.find_nav_tower_nbr(NAV_ID) queen = find_queen(nbrList) if (nav_tower == None) and (queen == None): beh_out = (-MOTION_TV, 0, True) elif (nav_tower != None) and (queen == None): beh_out = beh.follow_nbr(nav_tower) elif neighbors.get_nbr_range_bits(queen) > 2: beh_out = beh.follow_nbr(queen, MOTION_TV) elif found_flower: state = STATE_RECRUIT start_time = sys.time() else: state = STATE_FOLLOW start_time = sys.time() elif state == STATE_FOLLOW: recruiter = find_recruiter() if recruiter == None: beh_out = beh.BEH_INACTIVE if sys.time() > (follow_start_time + FOLLOW_TIME): wander() else: bearing = neighbors.get_nbr_bearing(recruiter) orientation = neighbors.get_nbr_orientation(recruiter) align_with(math.pi + bearing - orientation) elif state == STATE_GO: flower = detflower() if not flower == None: state = STATE_MOVE_TO_FLOWER beh_out = beh.tvrv(MOTION_TV, 0) elif state == STATE_RECRUIT: if sys.time() > (recruit_start_time + RECRUIT_TIME): align_with(pose.get_theta() - math.pi) elif state == STATE_ALIGN: tv = 0 heading_error = math.normalize_angle(pose.get_theta() - target_theta) rv = ROTATE_RV_GAIN * heading_error beh_out = beh.tvrv(tv, rv) # you could actually do a running average in the list here small_error = hba.average_error_check(heading_error, [], HEADING_ERROR_LIMIT, new_nbrs) if new_nbrs: print "error", error_list if small_error: state = STATE_GO #END OF FINITE STATE MACHINE bump_beh_out = beh.bump_beh(MOTION_TV) if state not in [ STATE_RETURN_TO_BASE, STATE_COLLECT_POLLEN, STATE_RECRUIT ]: beh_out = beh.subsume([beh_out, bump_beh_out]) beh.motion_set(beh_out) hba.set_msg(state, my_color, 0)
def spring(): at_tree_odo = None tree_pose = None followers = 0 have_seen_leader = False beh.init(0.22, 40, 0.5, 0.1) motion.init_rv(1000, MOTION_RV, MOTION_CAPTURE_DISTANCE, MOTION_RELEASE_DISTANCE , MOTION_CAPTURE_ANGLE, MOTION_RELEASE_ANGLE) state = STATE_IDLE while True: # run the system updates new_nbrs = beh.update() nbr_list = neighbors.get_neighbors() if new_nbrs: print state beh_out = beh.BEH_INACTIVE # set colors, because why not do it at the top color_counts = [0, 0, 0] for i in range(3): color_counts[i] = min([5, (state - 5 * i)]) if state == STATE_IDLE: leds.set_pattern('rb', 'group', LED_BRIGHTNESS) elif state == STATE_SUCCESS: leds.set_pattern('g', 'circle', LED_BRIGHTNESS) else: leds.set_pattern(color_counts, 'count', LED_BRIGHTNESS) if rone.button_get_value('g'): tree_pose = None followers = 0 have_seen_leader = False state = STATE_IDLE # this is the main finite-state machine if not state in [STATE_IDLE, STATE_LEADER, STATE_SUCCESS, STATE_FOLLOW]: for nbr in nbr_list: nbr_state = hba.get_msg_from_nbr(nbr, new_nbrs)[MSG_IDX_STATE] if nbr_state in [STATE_LEADER, STATE_SUCCESS]: start_time = sys.time() state = STATE_FOLLOW if state == STATE_IDLE: if rone.button_get_value('r'): pose.set_pose(0, 0, 0) state = STATE_WANDER elif rone.button_get_value('b'): state = STATE_QUEEN elif state == STATE_QUEEN: pass elif state == STATE_WANDER: ## leds.set_pattern('r', 'circle', LED_BRIGHTNESS) nav = hba.find_nav_tower_nbr(NAV_ID) beh_out = beh.avoid_nbr(nav, MOTION_TV) queen = None for nbr in nbr_list: nbr_state = hba.get_msg_from_nbr(nbr, new_nbrs)[MSG_IDX_STATE] if nbr_state == STATE_QUEEN: queen = nbr if bump_front(): if queen != None: state = STATE_SUCCESS else: tree_pose = pose.get_pose() motion.set_goal((0.0, 0.0), MOTION_TV) at_tree_odo = pose.get_odometer() state = STATE_RETURN elif nav == None: motion.set_goal((0.0, 0.0), MOTION_TV) state = STATE_RETURN elif state == STATE_RETURN: ## nav_tower = hba.find_nav_tower_nbr(NAV_ID) queen = None recruiter = None for nbr in nbr_list: nbr_state = hba.get_msg_from_nbr(nbr, new_nbrs)[MSG_IDX_STATE] if nbr_state == STATE_QUEEN: queen = nbr elif nbr_state == STATE_RECRUIT: recruiter = nbr if queen != None: if (recruiter == None) and (tree_pose != None) and \ close_to_nbr(queen): start_time = sys.time() dist_traveled = pose.get_odometer() - at_tree_odo at_queen_odo = pose.get_odometer() state = STATE_RECRUIT elif not closer_to_nbr(queen): beh_out = beh.follow_nbr(queen, MOTION_TV) else: start_time = sys.time() state = STATE_FOLLOW else: (tv, rv) = motion.update() beh_out = beh.tvrv(tv, rv) elif state == STATE_RECRUIT: new_followers = 0 for nbr in nbr_list: nbr_state = hba.get_msg_from_nbr(nbr,new_nbrs)[MSG_IDX_STATE] if nbr_state == STATE_RECRUIT: if neighbors.get_nbr_id(nbr) > rone.get_id(): state = STATE_FOLLOW elif nbr_state in [STATE_FOLLOW, STATE_QUEEN]: new_followers += 1 if new_followers > followers: print 'reset timer' start_time = sys.time() followers = max([followers, new_followers]) if followers == 4 or sys.time() > start_time + WAIT_TIME: tree_pos = (tree_pose[0], tree_pose[1]) motion.set_goal(tree_pos, MOTION_TV) state = STATE_LEADER elif state == STATE_FOLLOW: recruiter = None leader = None success = False new_followers = 1 for nbr in nbr_list: nbr_state = hba.get_msg_from_nbr(nbr,new_nbrs)[MSG_IDX_STATE] if nbr_state == STATE_RECRUIT: recruiter = nbr elif nbr_state == STATE_LEADER: leader = nbr elif nbr_state == STATE_SUCCESS: leader = nbr success = True elif nbr_state in [STATE_FOLLOW, STATE_WANDER]: new_followers += 1 if success: have_seen_leader = True if new_followers > followers: start_time = sys.time() followers = max([followers, new_followers]) if recruiter == None: if leader == None: if have_seen_leader: beh_out = beh.tvrv(MOTION_TV, 0) elif followers == 5 or sys.time() > start_time + WAIT_TIME: followers = 0 state = STATE_WANDER else: if success and bump() and close_to_nbr(leader): state = STATE_SUCCESS beh_out = beh.follow_nbr(leader, MOTION_TV) elif state == STATE_LEADER: ## (tv, rv) = motion.update() ## beh_out = beh.tvrv(tv, rv) ## if motion.is_done(): ## state = STATE_SUCCESS beh_out = beh.tvrv(-MOTION_TV, 0) if bump() or (pose.get_odometer() - at_queen_odo) > dist_traveled: state = STATE_SUCCESS elif state == STATE_SUCCESS: pass # end of the FSM if state not in [STATE_IDLE, STATE_RECRUIT, STATE_LEADER, STATE_SUCCESS, STATE_QUEEN]: bump_beh_out = beh.bump_beh(MOTION_TV) beh_out = beh.subsume([beh_out, bump_beh_out]) # set the beh velocities beh.motion_set(beh_out) #set the HBA message msg = [0, 0, 0] msg[MSG_IDX_STATE] = state hba.set_msg(msg[0], msg[1], msg[2])
def flower_motion(): beh.init(0.22, 40, 0.5, 0.1) state = STATE_IDLE while True: # run the system updates new_nbrs = beh.update() nbrList = neighbors.get_neighbors() if new_nbrs: print nbrList beh_out = beh.BEH_INACTIVE # this is the main finite-state machine if state == STATE_IDLE: leds.set_pattern('r', 'circle', LED_BRIGHTNESS) if rone.button_get_value('r'): state = STATE_MOVE_TO_FLOWER if new_nbrs: print "idle" elif state == STATE_MOVE_TO_FLOWER: leds.set_pattern('b', 'ramp_slow', LED_BRIGHTNESS) if new_nbrs: print "move to flower" # Move towards the flower until you bump into it # for this demo, assume the first robot on the list is a flower ## flower = nbrList_getFirstRobot(nbrList) (color,nbr) = detflower(nbrList) flower = nbr if flower != None: # Stop if we get close or bump into the flower #if neighbors.get_nbr_close_range(flower): if (neighbors.get_nbr_range_bits(flower) > 6) or (beh.bump_angle_get() != None): state = STATE_COLLECT_POLLEN collect_pollen_start_time = sys.time() else: # Move to the flower beh_out = beh.follow_nbr(flower, MOTION_TV) #print beh_out elif state == STATE_COLLECT_POLLEN: # this is where you will put your clever pollen collection code # we will just wait for a second, then leave. (this will not collect very much pollen) leds.set_pattern('g', 'blink_fast', LED_BRIGHTNESS) if new_nbrs: print "collect" # Timeout after 5 seconds if sys.time() > (collect_pollen_start_time + COLLECT_POLLEN_TIME): state = STATE_MOVE_AWAY_FLOWER elif sys.time() < (collect_pollen_start_time + BACK_UP_TIME): tv = -MOTION_TV rv = 0 beh_out = beh.tvrv(tv,rv) turn_start_time = (collect_pollen_start_time + BACK_UP_TIME) elif sys.time() < (turn_start_time + TURN_TIME): tv = 0 rv = -MOTION_RV else: tv = MOTION_TV rv = MOTION_RV beh_out = beh.tvrv(tv,rv) elif state == STATE_MOVE_AWAY_FLOWER: if new_nbrs: print "avoid flower" leds.set_pattern('r', 'blink_slow', LED_BRIGHTNESS) if rone.button_get_value('r'): state = STATE_MOVE_TO_FLOWER # Move away from the flower until it is out of range flower = nbrList_getFirstRobot(nbrList) if flower != None: # Point away the flower beh_out = beh.avoid_nbr(flower, MOTION_TV) else: state = STATE_IDLE # end of the FSM bump_beh_out = beh.bump_beh(MOTION_TV) if state != STATE_COLLECT_POLLEN: beh_out = beh.subsume([beh_out, bump_beh_out]) # set the beh velocities beh.motion_set(beh_out) #set the HBA message hba.set_msg(0, 0, 0)