Ejemplo n.º 1
0
    def predictedPosition(self, t):
        """Calculate the position of the object in t ticks
        if it continues accelerating at its current rate

        Args:
            t (int): the number of ticks into the future you're predicting the object's position.
                       Note that the large t gets, the less accurate the prediction will be.

        Returns:
            Point of the predicted position of the object

        """
        try:
            displacement = self.currentSpeed * t + 0.5 * self.acceleration * (
                t**2)
            xDisplacement = round(sin(self.direction) * displacement, 2)
            yDisplacement = round(cos(self.direction) * displacement, 2)
            return Point(self.currentPoint.x + xDisplacement,
                         self.currentPoint.y + yDisplacement)
        except TypeError:
            if isinstance(t, int):
                return self.currentPoint
            else:
                raise TypeError("Float expected, " + t.__class__.__name__ +
                                " found")
Ejemplo n.º 2
0
 def move(self):
     if self.currentSpeed == 0 & self.acceleration == 0:
         return
     self.currentSpeed = self.currentSpeed + self.acceleration * tickTimeLeft
     distanceTravelled = self.currentSpeed * tickTimeLeft
     angle = self.currentRotation
     xDisplacement = round(cos(angle) * distanceTravelled, 2)
     yDisplacement = -round(sin(angle) * distanceTravelled, 2)
     newX = self.currentPoint.x + xDisplacement
     newY = self.currentPoint.y + yDisplacement
     topWall = xDisplacement == PITCH_WIDTH
     leftWall = xDisplacement == 0
     rightWall = yDisplacement == PITCH_LENGTH
     bottomWall = yDisplacement == 0
     if topWall | leftWall | rightWall | bottomWall:
         self.bounce(topWall, leftWall, rightWall, bottomWall)
     self.currentPoint = Point(newX, newY)
     if self.currentSpeed < 0:
         self.currentSpeed = 0
         self.acceleration = 0
Ejemplo n.º 3
0
 def move(self):
     if self.currentSpeed ==0 & self.acceleration ==0:
         return
     self.currentSpeed = self.currentSpeed + self.acceleration*tickTimeLeft
     distanceTravelled = self.currentSpeed* tickTimeLeft
     angle = self.currentRotation
     xDisplacement = round(cos(angle)*distanceTravelled, 2)
     yDisplacement = -round(sin(angle)*distanceTravelled, 2)
     newX = self.currentPoint.x+xDisplacement
     newY = self.currentPoint.y+yDisplacement
     topWall = xDisplacement == PITCH_WIDTH
     leftWall = xDisplacement ==0
     rightWall = yDisplacement == PITCH_LENGTH
     bottomWall = yDisplacement ==0
     if topWall | leftWall | rightWall | bottomWall:
         self.bounce(topWall,  leftWall, rightWall, bottomWall)
     self.currentPoint = Point(newX, newY )
     if self.currentSpeed < 0:
         self.currentSpeed = 0
         self.acceleration = 0
Ejemplo n.º 4
0
    def predictedPosition(self, t):
        """Calculate the position of the object in t ticks
        if it continues accelerating at its current rate

        Args:
            t (int): the number of ticks into the future you're predicting the object's position.
                       Note that the large t gets, the less accurate the prediction will be.

        Returns:
            Point of the predicted position of the object

        """
        try:
            displacement = self.currentSpeed*t + 0.5*self.acceleration*(t**2)
            xDisplacement = round(sin(self.direction)*displacement, 2)
            yDisplacement = round(cos(self.direction)*displacement, 2)
            return Point(self.currentPoint.x+xDisplacement, self.currentPoint.y+yDisplacement)
        except TypeError:
            if isinstance(t,int):
                return self.currentPoint
            else:
                raise TypeError("Float expected, " + t.__class__.__name__ + " found")
Ejemplo n.º 5
0
    def tick(self, tickTimeLeft=TICK_TIME):
        '''Update the status of our robot and the ball based on our recent actions

        tickTimeLeft:   the time remaining before the next tick, TICK_TIME by default
                        or slightly less than this if an action finishes halfway through a tick
                        and this gets called again on the remaining time'''

        try:
            currentAction = self.currentActionQueue[0]
        except IndexError:
            # if it's not currently carrying out an action, it'll stay the same
            return

        if currentAction['action'] == SimulatorActions.moveHolo:
            if TICK_TIME < currentAction['timeLeft']:
                currentAction['timeLeft'] -= TICK_TIME
                distanceTravelled = MAX_SPEED * TICK_TIME * 0.9
                angle = simulatedMe.currentRotation + currentAction['action'][0]
                xDisplacement = round(cos(angle) * distanceTravelled, 2)
                yDisplacement = -round(sin(angle) * distanceTravelled, 2)
                simulatedMe.currentPoint = Point(
                    simulatedMe.currentPoint.x + xDisplacement,
                    simulatedMe.currentPoint.y + yDisplacement)
            else:
                tickTimeLeft = TICK_TIME - currentAction['timeLeft']
                distanceTravelled = MAX_SPEED * currentAction['timeLeft'] * 0.9
                angle = simulatedMe.currentRotation + currentAction['action'][0]
                xDisplacement = round(cos(angle) * distanceTravelled, 2)
                yDisplacement = -round(sin(angle) * distanceTravelled, 2)
                simulatedMe.currentPoint = Point(
                    simulatedMe.currentPoint.x + xDisplacement,
                    simulatedMe.currentPoint.y + yDisplacement)
                # report that we've finished executing this command
                self.currentActionQueue.pop(0)
                self.lastCommandFinished += 1
                # start the next action if it's queued
                self.tick(tickTimeLeft)

        # if currently moving forwards
        if currentAction['action'] == SimulatorActions.moveForwards:
            # if it'll keep going for this whole tick, move the simulated robot forwards the appropriate amount
            if TICK_TIME < currentAction['timeLeft']:
                currentAction['timeLeft'] -= TICK_TIME
                distanceTravelled = MAX_SPEED * TICK_TIME
                angle = simulatedMe.currentRotation
                xDisplacement = round(cos(angle) * distanceTravelled, 2)
                yDisplacement = -round(sin(angle) * distanceTravelled, 2)
                simulatedMe.currentPoint = Point(
                    simulatedMe.currentPoint.x + xDisplacement,
                    simulatedMe.currentPoint.y + yDisplacement)
            # if not, move the simulated robot forwards the lesser amount, then start the next action in the queue with the remaining time
            else:
                tickTimeLeft = TICK_TIME - currentAction['timeLeft']
                distanceTravelled = MAX_SPEED * currentAction['timeLeft']
                angle = simulatedMe.currentRotation
                xDisplacement = round(cos(angle) * distanceTravelled, 2)
                yDisplacement = -round(sin(angle) * distanceTravelled, 2)
                simulatedMe.currentPoint = Point(
                    simulatedMe.currentPoint.x + xDisplacement,
                    simulatedMe.currentPoint.y + yDisplacement)
                # report that we've finished executing this command
                self.currentActionQueue.pop(0)
                self.lastCommandFinished += 1
                # start the next action if it's queued
                self.tick(tickTimeLeft)

        # if currently rotating
        elif currentAction['action'] == SimulatorActions.rotate:
            # if it'll keep going for this whole tick, turn the simulated robot forwards the appropriate amount
            if TICK_TIME < currentAction['timeLeft']:
                # calculate how far to turn
                currentAction['timeLeft'] -= TICK_TIME
                degreesTurned = MAX_ROT_SPEED * TICK_TIME
                # turn the right direction
                if currentAction['amount'] < 0:
                    simulatedMe.currentRotation -= degreesTurned
                else:
                    simulatedMe.currentRotation += degreesTurned
                # keep the value in [-180, 180]
                if simulatedMe.currentRotation < -180:
                    simulatedMe.currentRotation += 360
                elif simulatedMe.currentRotation > 180:
                    simulatedMe.currentRotation -= 360

            # if not, move the simulated robot forwards the lesser amount, then start the next action in the queue with the remaining time
            else:
                # calculate how far to turn
                tickTimeLeft = TICK_TIME - currentAction['timeLeft']
                degreesTurned = MAX_ROT_SPEED * currentAction['timeLeft']
                # turn the right direction
                if currentAction['amount'] < 0:
                    simulatedMe.currentRotation -= degreesTurned
                else:
                    simulatedMe.currentRotation += degreesTurned
                # keep the value in [-180, 180]
                if simulatedMe.currentRotation < -180:
                    simulatedMe.currentRotation += 360
                elif simulatedMe.currentRotation > 180:
                    simulatedMe.currentRotation -= 360
                # report that we've finished executing this command
                self.currentActionQueue.pop(0)
                self.lastCommandFinished += 1
                # start the next action if it's queued
                self.tick(tickTimeLeft)

        # if currently kicking
        elif currentAction['action'] == SimulatorActions.kick:
            # if it'll keep kicking for this whole tick, the only potential change is that the ball starts moving
            if TICK_TIME < currentAction['timeLeft']:
                currentAction['timeLeft'] -= TICK_TIME
                #simulatedBall.get_kicked()

            # if not, start the next action in the queue with the remaining time
            else:
                tickTimeLeft = TICK_TIME - currentAction['timeLeft']
                # report that we've finished executing this command
                self.currentActionQueue.pop(0)
                self.lastCommandFinished += 1
                # start the next action if it's queued
                self.tick(tickTimeLeft)

        # if currently grabbing
        elif currentAction['action'] == SimulatorActions.grab:
            # if it'll keep grabbing for this whole tick, the only potential change is that the ball stops moving
            if TICK_TIME < currentAction['timeLeft']:
                currentAction['timeLeft'] -= TICK_TIME
                # if the ball is close enough stop the ball and toggle 'holding ball' state
                #simulatedBall.get_grabbed(simulatedMe)
            # if not, start the next action in the queue with the remaining time TODO
            else:
                self.grabbed = True
                tickTimeLeft = TICK_TIME - currentAction['timeLeft']
                # report that we've finished executing this command
                self.currentActionQueue.pop(0)
                self.lastCommandFinished += 1
                # start the next action if it's queued
                self.tick(tickTimeLeft)

        # if currently ungrabbing
        elif currentAction['action'] == SimulatorActions.ungrab:
            # if it'll keep grabbing for this whole tick, nothing changes
            if TICK_TIME < currentAction['timeLeft']:
                currentAction['timeLeft'] -= TICK_TIME

            # if not, start the next action in the queue with the remaining time
            else:
                self.grabbed = False
                tickTimeLeft = TICK_TIME - currentAction['timeLeft']
                # report that we've finished executing this command
                self.currentActionQueue.pop(0)
                self.lastCommandFinished += 1
                # start the next action if it's queued
                self.tick(tickTimeLeft)
Ejemplo n.º 6
0
    def tick(self, tickTimeLeft=TICK_TIME):
        '''Update the status of our robot and the ball based on our recent actions

        tickTimeLeft:   the time remaining before the next tick, TICK_TIME by default
                        or slightly less than this if an action finishes halfway through a tick
                        and this gets called again on the remaining time'''

        try:
            currentAction = self.currentActionQueue[0]
        except IndexError:
            # if it's not currently carrying out an action, it'll stay the same
            return

        if currentAction['action'] == SimulatorActions.moveHolo:
            if TICK_TIME < currentAction['timeLeft']:
                currentAction['timeLeft'] -= TICK_TIME
                distanceTravelled = MAX_SPEED * TICK_TIME * 0.9
                angle = simulatedMe.currentRotation + currentAction['action'][0]
                xDisplacement = round(cos(angle) * distanceTravelled, 2)
                yDisplacement = -round(sin(angle) * distanceTravelled, 2)
                simulatedMe.currentPoint = Point(simulatedMe.currentPoint.x + xDisplacement, simulatedMe.currentPoint.y + yDisplacement)
            else:
                tickTimeLeft = TICK_TIME-currentAction['timeLeft']
                distanceTravelled = MAX_SPEED*currentAction['timeLeft'] * 0.9
                angle = simulatedMe.currentRotation + currentAction['action'][0]
                xDisplacement = round(cos(angle)*distanceTravelled, 2)
                yDisplacement = -round(sin(angle)*distanceTravelled, 2)
                simulatedMe.currentPoint = Point(simulatedMe.currentPoint.x+xDisplacement, simulatedMe.currentPoint.y+yDisplacement)
                # report that we've finished executing this command
                self.currentActionQueue.pop(0)
                self.lastCommandFinished += 1
                # start the next action if it's queued
                self.tick(tickTimeLeft)

        # if currently moving forwards
        if currentAction['action']==SimulatorActions.moveForwards:
            # if it'll keep going for this whole tick, move the simulated robot forwards the appropriate amount
            if TICK_TIME<currentAction['timeLeft']:
                currentAction['timeLeft']-=TICK_TIME
                distanceTravelled = MAX_SPEED*TICK_TIME
                angle = simulatedMe.currentRotation
                xDisplacement = round(cos(angle)*distanceTravelled, 2)
                yDisplacement = -round(sin(angle)*distanceTravelled, 2)
                simulatedMe.currentPoint = Point(simulatedMe.currentPoint.x+xDisplacement, simulatedMe.currentPoint.y+yDisplacement)
            # if not, move the simulated robot forwards the lesser amount, then start the next action in the queue with the remaining time
            else:
                tickTimeLeft = TICK_TIME-currentAction['timeLeft']
                distanceTravelled = MAX_SPEED*currentAction['timeLeft']
                angle = simulatedMe.currentRotation
                xDisplacement = round(cos(angle)*distanceTravelled, 2)
                yDisplacement = -round(sin(angle)*distanceTravelled, 2)
                simulatedMe.currentPoint = Point(simulatedMe.currentPoint.x+xDisplacement, simulatedMe.currentPoint.y+yDisplacement)
                # report that we've finished executing this command
                self.currentActionQueue.pop(0)
                self.lastCommandFinished +=1
                # start the next action if it's queued
                self.tick(tickTimeLeft)

        # if currently rotating
        elif currentAction['action']==SimulatorActions.rotate:
            # if it'll keep going for this whole tick, turn the simulated robot forwards the appropriate amount
            if TICK_TIME<currentAction['timeLeft']:
                # calculate how far to turn
                currentAction['timeLeft']-=TICK_TIME
                degreesTurned = MAX_ROT_SPEED*TICK_TIME
                # turn the right direction
                if currentAction['amount']<0:
                    simulatedMe.currentRotation -= degreesTurned
                else:
                    simulatedMe.currentRotation += degreesTurned
                # keep the value in [-180, 180]
                if simulatedMe.currentRotation<-180:
                    simulatedMe.currentRotation+=360
                elif simulatedMe.currentRotation>180:
                    simulatedMe.currentRotation-=360

            # if not, move the simulated robot forwards the lesser amount, then start the next action in the queue with the remaining time
            else:
                # calculate how far to turn
                tickTimeLeft = TICK_TIME-currentAction['timeLeft']
                degreesTurned = MAX_ROT_SPEED*currentAction['timeLeft']
                # turn the right direction
                if currentAction['amount']<0:
                    simulatedMe.currentRotation -= degreesTurned
                else:
                    simulatedMe.currentRotation += degreesTurned
                # keep the value in [-180, 180]
                if simulatedMe.currentRotation<-180:
                    simulatedMe.currentRotation+=360
                elif simulatedMe.currentRotation>180:
                    simulatedMe.currentRotation-=360
                # report that we've finished executing this command
                self.currentActionQueue.pop(0)
                self.lastCommandFinished +=1
                # start the next action if it's queued
                self.tick(tickTimeLeft)

        # if currently kicking
        elif currentAction['action']==SimulatorActions.kick:
            # if it'll keep kicking for this whole tick, the only potential change is that the ball starts moving
            if TICK_TIME<currentAction['timeLeft']:
                currentAction['timeLeft']-=TICK_TIME
                #simulatedBall.get_kicked()

            # if not, start the next action in the queue with the remaining time
            else:
                tickTimeLeft = TICK_TIME-currentAction['timeLeft']
                # report that we've finished executing this command
                self.currentActionQueue.pop(0)
                self.lastCommandFinished +=1
                # start the next action if it's queued
                self.tick(tickTimeLeft)

        # if currently grabbing
        elif currentAction['action']==SimulatorActions.grab:
            # if it'll keep grabbing for this whole tick, the only potential change is that the ball stops moving
            if TICK_TIME<currentAction['timeLeft']:
                currentAction['timeLeft']-=TICK_TIME
                # if the ball is close enough stop the ball and toggle 'holding ball' state
                #simulatedBall.get_grabbed(simulatedMe)
            # if not, start the next action in the queue with the remaining time TODO
            else:
                self.grabbed=True
                tickTimeLeft = TICK_TIME-currentAction['timeLeft']
                # report that we've finished executing this command
                self.currentActionQueue.pop(0)
                self.lastCommandFinished +=1
                # start the next action if it's queued
                self.tick(tickTimeLeft)

        # if currently ungrabbing
        elif currentAction['action']==SimulatorActions.ungrab:
            # if it'll keep grabbing for this whole tick, nothing changes
            if TICK_TIME<currentAction['timeLeft']:
                currentAction['timeLeft']-=TICK_TIME

            # if not, start the next action in the queue with the remaining time
            else:
                self.grabbed=False
                tickTimeLeft = TICK_TIME-currentAction['timeLeft']
                # report that we've finished executing this command
                self.currentActionQueue.pop(0)
                self.lastCommandFinished +=1
                # start the next action if it's queued
                self.tick(tickTimeLeft)