def setup(self): off = Offense() diag = Diagnostic() action_blocks = { "forward": stepForward(), "back": stepBack(), "turnleft": turnLeft(), "turnright": turnRight(), "left": stepLeft(), "right": stepRight(), "forwardleft": stepForwardLeft(), "forwardright": stepForwardRight(), "none": NoneClass(), "stop": stopStill(), "kick": Kick(), "wheelleft": wheelLeft(), "wheelright": wheelRight() } kicklist = ["kick"] time_step = 2.0 for name in action_blocks: b = action_blocks[name] print("Block module: ", b) if name in kicklist: self.add_transition(off, S(name), b, T(10.5), off) else: self.add_transition(off, S(name), b, T(time_step), off)
def setup(self): off = Offense() diag = Diagnostic() blocks = { "approach": Approach(), "ballsearch": BallSearch(), "circle_anti": CircleWalkAnti(), "circle": CircleWalk(), "dribbler": DribbleRight(), "dribblel": DribbleLeft(), "none": NoneClass(), "sit": reinit(), "walkball": Walk2Ball(), "kick": Kick() } kicklist = ["kick"] drib = ["dribbler", "dribblel"] # sit = reinit() # self.trans(self.Stand(),C) for name in blocks: b = blocks[name] print("Block module: ", b) if name in kicklist: self.add_transition(off, S(name), b, T(10.5), off) elif name in drib: print(name) self.add_transition(off, S(name), b, T(15.0), off) else: self.add_transition(off, S(name), b, T(0.5), off)
def setup(self): raiseArm = RaiseArms() sit = pose.SittingPose() wait = Wait arms = { "left": pose.RaiseLeftArm(time=1.), "right": pose.RaiseRightArm(time=1.), "center": pose.RaiseBothArms(time=1.), "unseen": NotSeen(), "nomove": pose.SittingPose(time=0.3), } # arms = {"left": RaiseLeft(), # "right": RaiseRight(), # "center": RaiseBoth(), # "not_seen": NotSeen() # } # self.add_transition(sit, T(0.5), pose.RaiseRightArm(), T(5), sit) # self.trans(raiseArm, S("nomove"), sit, T(0.3), pose.RaiseBothArms(), T(5), raiseArm) for direction in arms: arm = arms[direction] if direction in ["left", "right", "center"]: self.add_transition(raiseArm, S(direction), arm, T(0.1), raiseArm) else: self.add_transition(raiseArm, S(direction), arm, T(0.1), raiseArm)
def setup(self): defense = Defense() blocks = {"kick":Kick() } savelist = ["left","right","center"] # sit = reinit() # self.trans(self.Stand(),C) for name in blocks: b = blocks[name] print("Block module: ",b) if name in savelist: self.add_transition(defense, S(name), b, T(2.5), defense) else: self.add_transition(defense, S(name), b, T(10.5), defense)
def setup(self): off = Offense() diag = Diagnostic() blocks = {"approach": Approach(), "ballsearch":BallSearch(), "circle_anti":CircleWalkAnti(), "circle":CircleWalk(), "dribble":Dribble(), "none": NoneClass(), "sit": reinit(), "walkball": Walk2Ball(), "kick":Kick() } kicklist = ["kick"] # sit = reinit() # self.trans(self.Stand(),C) for name in blocks: b = blocks[name] print("Block module: ",b) if name in kicklist: self.add_transition(off, S(name), b, T(10.5), off) else: self.add_transition(off, S(name), b, T(0.5), off) # stand = self.Stand() # sit = pose.Sit() # # Goalseen = self.GoalSeen() # # Ballseen = self.BallSeen() # off = self.Off() # srch = self.BallSearch() # trn = self.Turn2Ball() # wlk = self.Walk2Ball() # ball = memory.world_objects.getObjPtr(core.WO_BALL) # crc = self.CircleWalk() # diag = self.Diagnostic() # app = self.Approach() # drb = self.Dribble() # #self.trans(stand,C) # #print("a") # # self.trans(stand,C,diag,T(120.0),sit,C,off) # # self.trans(stand,C,crc,C,app,C,sit,C,off) # #self.trans(stand,C,app,C,self.Stable(),C,self.Kick(),C,sit,C,off) # # self.trans(stand,C,srch,C,trn,C, wlk,C,crc,C,app,C,self.Kick(),C,sit,C,off) # self.trans(stand,C,srch,C,trn,C, wlk,C,crc,C,drb,C,self.Stable(),C,app,C,self.Stable(),C,self.Kick(),C,sit,C,off)
def setup(self): blocker = Blocker() penalty = ApproachBall() blocks = { "left": pose.BlockLeft(), "right": pose.BlockRight(), #"center": pose.SitBlock(), "center": pose.BlockCenter(), } for name in blocks: b = blocks[name] self.add_transition(blocker, S(name), b, T(4.25), blocker) self.add_transition(blocker, S("penalty"), penalty) self.add_transition(penalty, S("blocker"), blocker)
def setup(self): robot = memory.world_objects.getObjPtr(core.WO_TEAM5) rdy = GetReady() stand = Stand() faced = False #####TODO: remember to change these times back!! moveHeadLeft = MoveHead(110.0, 0.0, .1) moveHeadRight = MoveHead(-110.0, 0.0, .2) follow = FollowPath(robot) restJoints = RestJoints() faceNextCell = FaceNextCell(robot, faced) self.add_transition(rdy, C, moveHeadLeft, C, moveHeadRight, C, follow, S("head"), faceNextCell, C, moveHeadLeft) self.add_transition(follow, S("hot"), restJoints, S("cool"), moveHeadLeft)
def setup(self): stand = self.Stand() turn_head = self.Turn_Head() walk = self.Walk() walk_turn = self.Walk_Turn(); turn_in_place = self.Turn_In_Place(); sit = pose.Sit() off = self.Off() self.trans(stand, C, turn_head, S("done"), sit, C, walk, T(5.0), turn_in_place, T(3.0), walk_turn, T(5.0), off)
def setup(self): blocker = Blocker() blocks = {"left": BlockLeft(), "right": BlockRight(), "center": BlockCenter() } for name in blocks: b = blocks[name] self.add_transition(blocker, S(name), b, T(5), blocker)
def setup(self): defense = Defense() blocks = {"LineUp":ApproachToLine(), "stop":StopStill(), "rotate": Rotate(), "ball search": BallSearch(), "left":BlockLeft(), "right":BlockRight(), "center":BlockCenter() } savelist = ["left","right","center"] # sit = reinit() # self.trans(self.Stand(),C) for name in blocks: b = blocks[name] print("Block module: ",b) if name in savelist: self.add_transition(defense, S(name), b, T(1.7), defense) else: self.add_transition(defense, S(name), b, T(0.5), defense)
def setup(self): turner = Turner() localizer = Localizer() walker = Walker() beacon_walker = BeaconWalker() sitter = pose.Sit() walkTowardsBeacon = WalkTowardsBeacon() nodes = { 'turn': turner, 'move': walker, 'sit': sitter, 'walk_towards_beacon': walkTowardsBeacon, } for signal, node in nodes.iteritems(): if signal == 'sit': self.add_transition(localizer, S(signal), node, T(10), localizer) elif signal == 'walk_towards_beacon': self.add_transition(localizer, S(signal), node, C, localizer) else: self.add_transition(localizer, S(signal), node, T(0.1), localizer) self.add_transition(walkTowardsBeacon, S('no_towards_beacon'), localizer) self.add_transition(walkTowardsBeacon, S('stop_towards_beacon'), localizer) self.add_transition(walkTowardsBeacon, S('keep_towards_beacon'), beacon_walker, T(0.1), walkTowardsBeacon)
def setup(self): gazer = Gazer() stand = Stand() actions = { 'left': TurnLeft(), 'right': TurnRight(), 'front': WalkFront(), 'stop': Stop(), } self.add_transition(stand, C, gazer) for name, action in actions.items(): self.add_transition(gazer, S(name), action, T(0.2), gazer)
def setup(self): blocker = Blocker() blocks = {"left": BlockLeft(), "right": BlockRight(), "center": BlockCenter(), "sit": reinit() } # sit = reinit() # self.trans(self.Stand(),C) for name in blocks: b = blocks[name] print("Block module: ",b) self.add_transition(blocker, S(name), b, T(2), blocker)
def setup(self): blocker = Blocker() blocks = { "left": pose.BlockLeft(), "right": pose.BlockRight(), "center": pose.Squat() # Does not get up after squatting } for name in blocks: b = blocks[name] stand = pose.Stand() # Time less than 6 turns off robot after squatting #self.add_transition(blocker, S(name), b, T(3.25), blocker) self.add_transition(blocker, S(name), b, T(6.0), blocker)
def setup(self): ball = mem_objects.world_objects[core.WO_BALL] robot = world_objects.getObjPtr(core.WO_TEAM5) localized = False poseListX = [] poseListY = [] poseListTh = [] pose_index = 0 blocker = Blocker() lookStraight = MoveHead(0.0, -10.0, 2.5) moveHeadLeft = MoveHead(85.0, -10.0, 2.5) moveHeadRight = MoveHead(-85.0, -10.0, 5.0) reset = Reset() rdy = GetReady() moveBtwBall = MoveBtwBall(localized, poseListX, poseListY, poseListTh, pose_index) checkLoc = CheckIfLocalized(localized, poseListX, poseListY, poseListTh, pose_index) blocks = { "left": BlockLeft(), "right": BlockRight(), "center": BlockCenter(), "miss": DontBlock() } locState = {"lost": moveHeadLeft, "localized": blocker} self.add_transition(rdy, C, checkLoc) for state in locState: s = locState[state] self.add_transition(checkLoc, S(state), s) self.add_transition(moveBtwBall, S(state), s) for name in blocks: b = blocks[name] self.add_transition(blocker, S(name), b, T(4.0), reset, T(3.0), blocker) self.add_transition(blocker, S("moveBall"), moveBtwBall) self.add_transition(moveHeadLeft, C, moveHeadRight, C, checkLoc)
def setup(self): finder = Finder() diag = Diagnostic() blocks = {"lookleft": HeadLeft(), "lookright": HeadRight(), "holdlook": HeadStill(), "movecenter": MoveCenter(), "movepoint": MoveToPoint(), "reachedcenter":ReachCenter(), "turn":TurnInPlace(), "sit": reinit() } # sit = reinit() # self.trans(self.Stand(),C) for name in blocks: b = blocks[name] print("Block module: ",b) self.add_transition(finder, S(name), b, T(0.5), finder)
def setup(self): raiseArm = RaiseArms() arms = { "left": pose.RaiseLeftArm(), "right": pose.RaiseRightArm(), "center": pose.RaiseBothArms(), "not_seen": pose.SittingPose() } # arms = {"left": RaiseLeft(), # "right": RaiseRight(), # "center": RaiseBoth(), # "not_seen": NotSeen() # } for direction in arms: arm = arms[direction] self.add_transition(raiseArm, S(direction), arm, T(1), raiseArm)
def setup(self): ball = mem_objects.world_objects[core.WO_BALL] blocker = Blocker() lookStraight = MoveHead(0.0, -10.0, 2.5) moveHeadLeft = MoveHead(85.0, -10.0, 2.5) moveHeadRight = MoveHead(-85.0, -10.0, 5.0) reset = Reset() rdy = GetReady() blocks = { "left": BlockLeft(), "right": BlockRight(), "center": BlockCenter(), "miss": DontBlock() } reset = DontBlock() for name in blocks: b = blocks[name] self.add_transition(blocker, S(name), b, T(2), reset, T(3.0), blocker)
def setup(self): switch = self.Switch() touched = self.Touched() self.trans(touched, S('switch_phase'), switch, C, touched) self.trans(touched, S('remain'), touched)