Example #1
0
	def __init__(self, world, name, center, width = 35, height = 45, beacon_point = Point(0, 0)):
		# For simple bounding circle computations let the radius be half diagonal
		WorldObject.__init__(self, center, sqrt(width**2 + height**2)/2)
		self.wr = width/2
		self.hr = height/2
		self.world = world
		self.name = name
		self.beacon_point = beacon_point
		
		# "Forward" is the unit direction vector where the robot is facing
		# (0, 1) is the "default" (height along the Y axis)
		self.forward = Point(0, 1)
		self.left = Point(-self.forward.y, self.forward.x)
			
		# Those are state parameters
		self.leftSpeed = 0
		self.rightSpeed = 0
		
		
		# Camera sensor parameters
		self.CAMERA_DEPTH = 120
		self.CAMERA_SIDE = 100
		
		# Write concurrency lock (we assume reads are atomic, and even if not, just ignore read errors)
		self.data_lock = thread.allocate_lock()

		# Whether there's a ball in the grabber
		self.grabbed_ball = None
		self.grabbed_ball_lock = thread.allocate_lock()
    def simulate(self):
        # This is a hack which only works at small simulation steps
        leftTurn = (self.leftSpeed - self.rightSpeed) / self.WHEEL_RADIUS / 2
        forwardMove = (self.leftSpeed + self.rightSpeed) / 2
        self.v = self.forward * forwardMove
        if (self.v != 0):
            self.center.add(self.v)
        if (leftTurn != 0):
            self.forward = self.forward + self.left * leftTurn
            self.forward.normalize()
            self.left = Point(-self.forward.y, self.forward.x)

        # If there is a grabbed ball, carry it around
        with self.grabbed_ball_lock:
            if self.grabbed_ball is not None:
                self.grabbed_ball.v = Point(0, 0)
                self.grabbed_ball.center = self.center + self.forward * self.grabbed_forward + self.left * self.grabbed_left

        # Precompute "edge walls", those will be useful in collision checks
        self.edge_walls = [Wall(e[1], e[0]) for e in self.edges()]
        all_x = [w.p1.x for w in self.edge_walls]
        all_y = [w.p1.y for w in self.edge_walls]
	def __init__(self, world, name, role):
		RADIUS = 130/5  # The diameter of the telliskivi robot is 260mm. In pixels it makes a radius of 26
		self.WHEEL_RADIUS = 105/5
		self.FORWARD_EDGE_FRONT = 85/5
		self.FORWARD_EDGE_LEFT = 100/5 # 98.86mm
		CENTER = Point(12+RADIUS, 12+RADIUS) if (role == "TOPLEFT") else Point(world.width - 12 - RADIUS, world.height - 12 - RADIUS)
		WorldObject.__init__(self, CENTER, RADIUS)
		self.world = world
		self.name = name
		self.wr = RADIUS
		self.hr = RADIUS
		self.beacon_point = Point(world.width + 50, world.cy) if role == "TOPLEFT" else Point(-50, world.cy)
		self.beacon_point_en = Point(0, world.cy) if role == "TOPLEFT" else Point(world.width, world.cy)
		self.goal_center = Point(world.width, world.cy) if role == "TOPLEFT" else Point(0, world.cy)
		
		# "Forward" is the unit direction vector where the robot is facing
		# (0, 1) is the "default" (height along the Y axis)
		self.forward = Point(0, 1)
		self.left = Point(-self.forward.y, self.forward.x)
		if role == "TOPLEFT":
			self.rotate(3.1415/2)
		else:
			self.rotate(-3.1415/2)
		
		# Those are state parameters
		self.leftSpeed = 0
		self.rightSpeed = 0
		
		
		# Camera sensor parameters
		self.CAMERA_DEPTH = 1000  # Let's say the camera sees as far as the end of the field (~5 meters = 1000 px)
		self.CAMERA_SIDE = 340    # The camera's side angle is 20 degree, i.e. at 1000 pixels it stretches to 340px
		
		# Write concurrency lock (we assume reads are atomic, and even if not, just ignore read errors)
		self.data_lock = thread.allocate_lock()

		# Whether there's a ball in the grabber
		self.grabbed_ball = None
		self.grabbed_ball_lock = thread.allocate_lock()
 def grab(self):
     "If at the moment this function is called there is a ball right at the front of the robot, the ball is 'grabbed'"
     if self.grabbed_ball is not None:
         return
     for b in self.world.objects:
         if isinstance(b, Ball):
             # First check distance to center
             v = b.center - self.center
             v_forward = self.forward.inner_product(v)
             if v_forward > 0 and v_forward < self.FORWARD_EDGE_FRONT + b.radius + 3:
                 # See whether the ball is within the front edge
                 v_left = self.left.inner_product(v)
                 if (abs(v_left) < self.FORWARD_EDGE_LEFT - 2):
                     # OK, grab
                     with self.grabbed_ball_lock:
                         self.grabbed_ball = b
                         b.v = Point(0, 0)
                         self.grabbed_forward = v_forward - 5
                         self.grabbed_left = v_left
                     return
	def grab(self):
		"If at the moment this function is called there is a ball right at the front of the robot, the ball is 'grabbed'"
		if self.grabbed_ball is not None: #pall on juba haaratud, meil peaks olema, et votab koik pallid
			return
		for b in self.world.objects:
			if isinstance(b, Ball):
				# First check distance to center
				v = b.center - self.center
				v_forward = self.forward.inner_product(v)
				if v_forward > 0 and v_forward < self.hr + b.radius + 3:
					# See whether the ball is within the front edge
					v_left = self.left.inner_product(v)
					if (abs(v_left) < self.wr - 2):
						# OK, grab
						with self.grabbed_ball_lock:
							self.grabbed_ball = b
							b.v = Point(0, 0)
							self.grabbed_forward = v_forward - 5
							self.grabbed_left = v_left
						return
	def collision_check(self, obj):
		# If it is not a ball, ignore it
		if not isinstance(obj, Ball): # objekt ei ole pall
			# Just check the "bounding circle"
			dir = obj.center - self.center
			dist = dir.norm()
			if (dist < obj.radius + self.radius):
				# Nudge either us or them, choose randomly to avoid some ugliness
				dir_normalized = dir * (1/dist)
				if (random.randint(0,1) == 0):
					# Them
					obj.center.add(dir_normalized*(obj.radius + self.radius - dist))
				else:
					# Us
					self.center.add(dir_normalized*(dist - (obj.radius + self.radius)))
		else: #objekt on pall
			# Find which wall is the ball touching
			for w in self.edge_walls:
				d = w.dist_to_point(obj.center) - obj.radius
				if (d > -0.3 and d < 0):
					# Is the ball within the range of the wall at all?
					wall_coord = (obj.center - w.p1).inner_product(w.v_normalized)
					if (wall_coord >= -obj.radius and wall_coord <= w.len+obj.radius):
						# Yes, it does, something must be done.
						# Nyyd kontrollime kas esimene ots?
						v = obj.center - self.center
						v_left = self.left.inner_product(v)
						v_forward = self.forward.inner_product(v)
						if (abs(v_left) < self.wr - 2):
							# OK, grab
							with self.grabbed_ball_lock:
								self.grabbed_ball = obj
								obj.v = Point(0, 0)
								self.grabbed_forward = v_forward - 5
								self.grabbed_left = v_left
							return
						else: #kui pole esimene ots	
							# First, nudge
							obj.center.add(w.normal * (-d))
							# Second, simulate a rebounce (this is a hack, but it's way easier than considering rotations and stuff)
							obj.v.add(w.normal * (-d*2))
Example #7
0
	def simulate(self):
		# This is a hack which only works at small simulation steps
		leftTurn = (self.leftSpeed - self.rightSpeed)/self.wr/2
		forwardMove = (self.leftSpeed + self.rightSpeed)/2
		self.v = self.forward*forwardMove
		if (self.v != 0):
			self.center.add(self.v)
		if (leftTurn != 0):
			self.forward = self.forward + self.left*leftTurn
			self.forward.normalize()
			self.left = Point(-self.forward.y, self.forward.x)
			
		# If there is a grabbed ball, carry it around
		with self.grabbed_ball_lock:
			if self.grabbed_ball is not None:
				self.grabbed_ball.v = Point(0,0)
				self.grabbed_ball.center = self.center + self.forward*self.grabbed_forward + self.left*self.grabbed_left
	
		# Precompute "edge walls", those will be useful in collision checks
		self.edge_walls = [Wall(e[1], e[0]) for e in self.edges()]
		all_x = [w.p1.x for w in self.edge_walls]
		all_y = [w.p1.y for w in self.edge_walls]
Example #8
0
class Robot(WorldObject):
	# Robot must fit into a 350mm cylinder, which here means that it should not exceed a square of 49x49 pixels more or less. Hence the width/height parameters.
	def __init__(self, world, name, center, width = 35, height = 45, beacon_point = Point(0, 0)):
		# For simple bounding circle computations let the radius be half diagonal
		WorldObject.__init__(self, center, sqrt(width**2 + height**2)/2)
		self.wr = width/2
		self.hr = height/2
		self.world = world
		self.name = name
		self.beacon_point = beacon_point
		
		# "Forward" is the unit direction vector where the robot is facing
		# (0, 1) is the "default" (height along the Y axis)
		self.forward = Point(0, 1)
		self.left = Point(-self.forward.y, self.forward.x)
			
		# Those are state parameters
		self.leftSpeed = 0
		self.rightSpeed = 0
		
		
		# Camera sensor parameters
		self.CAMERA_DEPTH = 120
		self.CAMERA_SIDE = 100
		
		# Write concurrency lock (we assume reads are atomic, and even if not, just ignore read errors)
		self.data_lock = thread.allocate_lock()

		# Whether there's a ball in the grabber
		self.grabbed_ball = None
		self.grabbed_ball_lock = thread.allocate_lock()
		
	def draw(self, screen):
		# Center point
		draw.line(screen, (0,0,0), (self.center - self.left*5).as_tuple(), (self.center + self.left*5).as_tuple())
		draw.line(screen, (0,0,0), self.center.as_tuple(), (self.center + self.forward*8).as_tuple())
		# Sensor edges
		draw.line(screen, (255,0,0), self.center.as_tuple(), (self.center + self.forward*self.CAMERA_DEPTH + self.left*self.CAMERA_SIDE).as_tuple())		
		draw.line(screen, (255,0,0), self.center.as_tuple(), (self.center + self.forward*self.CAMERA_DEPTH + self.left*(-self.CAMERA_SIDE)).as_tuple())	
		draw.line(screen, (255,0,0), (self.center + self.forward*self.CAMERA_DEPTH + self.left*(-self.CAMERA_SIDE)).as_tuple(), \
									(self.center + self.forward*self.CAMERA_DEPTH + self.left*self.CAMERA_SIDE).as_tuple())
		# Beacon line
		if (self.beacon()):
			draw.line(screen, (255, 100, 0), self.center.as_tuple(), self.beacon_point.as_tuple())
		# Wheels
		for side in [1, -1]:
			draw.line(screen, (0,0,0), (self.center + self.left*self.wr*side - self.forward*8).as_tuple(), (self.center + self.left*self.wr*side + self.forward*8).as_tuple(), 5)
		# Sides
		for (f,t) in self.edges():
			draw.line(screen, (0,0,0), f.as_tuple(), t.as_tuple())

	def edges(self):
		"""Enumerate edges as tuples ((x,y), (x,y)) in clockwise order [assuming mathematical coordinates]"""
		leftback = self.center + self.left*self.wr - self.forward*self.hr
		leftfront = self.center + self.left*self.wr + self.forward*self.hr
		rightfront = self.center - self.left*self.wr + self.forward*self.hr
		rightback = self.center - self.left*self.wr - self.forward*self.hr
		yield (leftback, leftfront)
		yield (leftfront, rightfront)
		yield (rightfront, rightback)
		yield (rightback, leftback)
		
	def rotate(self, angle):
		self.forward.rotate(angle)
		self.left.rotate(angle)
		
	def simulate(self):
		# This is a hack which only works at small simulation steps
		leftTurn = (self.leftSpeed - self.rightSpeed)/self.wr/2
		forwardMove = (self.leftSpeed + self.rightSpeed)/2
		self.v = self.forward*forwardMove
		if (self.v != 0):
			self.center.add(self.v)
		if (leftTurn != 0):
			self.forward = self.forward + self.left*leftTurn
			self.forward.normalize()
			self.left = Point(-self.forward.y, self.forward.x)
			
		# If there is a grabbed ball, carry it around
		with self.grabbed_ball_lock:
			if self.grabbed_ball is not None:
				self.grabbed_ball.v = Point(0,0)
				self.grabbed_ball.center = self.center + self.forward*self.grabbed_forward + self.left*self.grabbed_left
	
		# Precompute "edge walls", those will be useful in collision checks
		self.edge_walls = [Wall(e[1], e[0]) for e in self.edges()]
		all_x = [w.p1.x for w in self.edge_walls]
		all_y = [w.p1.y for w in self.edge_walls]
	
	def wall_check(self, w):
		# Robot's wall handling is fairly trivial. If we see we're hitting the wall, we'll nudge back from it
		m = min([w.dist_to_point(edge[0]) for edge in self.edges()])
		if (m < 0):
			# We need to nudge perpendicular to the wall by distance -m
			self.center.add(w.normal*(-m))
	
	def collision_check(self, obj):
		# If it is not a ball, ignore it
		if not isinstance(obj, Ball):
			# Just check the "bounding circle"
			dir = obj.center - self.center
			dist = dir.norm()
			if (dist < obj.radius + self.radius):
				# Nudge either us or them, choose randomly to avoid some ugliness
				dir_normalized = dir * (1/dist)
				if (random.randint(0,1) == 0):
					# Them
					obj.center.add(dir_normalized*(obj.radius + self.radius - dist))
				else:
					# Us
					self.center.add(dir_normalized*(dist - (obj.radius + self.radius)))
		else:
			# Find which wall is the ball touching
			for w in self.edge_walls:
				d = w.dist_to_point(obj.center) - obj.radius
				if (d > -0.3 and d < 0):
					# Is the ball within the range of the wall at all?
					wall_coord = (obj.center - w.p1).inner_product(w.v_normalized)
					if (wall_coord >= -obj.radius and wall_coord <= w.len+obj.radius):
						# Yes, it does, something must be done.
						# First, nudge
						obj.center.add(w.normal * (-d))
						# Second, simulate a rebounce (this is a hack, but it's way easier than considering rotations and stuff)
						obj.v.add(w.normal * (-d*2))

	# ----------- The following are the main commands for the robot -----------------
	
	def wheels(self, left, right):
		"""
			Sets the wheel speed. Left and right must be numbers -100..100.
			The speed is given in 'pixels per second'. 100 pixels per second is 0.5 m/s.
		"""
		with self.data_lock:
			self.leftSpeed = left/1000.0
			self.rightSpeed = right/1000.0
	
	def grab(self):
		"If at the moment this function is called there is a ball right at the front of the robot, the ball is 'grabbed'"
		if self.grabbed_ball is not None:
			return
		for b in self.world.objects:
			if isinstance(b, Ball):
				# First check distance to center
				v = b.center - self.center
				v_forward = self.forward.inner_product(v)
				if v_forward > 0 and v_forward < self.hr + b.radius + 3:
					# See whether the ball is within the front edge
					v_left = self.left.inner_product(v)
					if (abs(v_left) < self.wr - 2):
						# OK, grab
						with self.grabbed_ball_lock:
							self.grabbed_ball = b
							b.v = Point(0, 0)
							self.grabbed_forward = v_forward - 5
							self.grabbed_left = v_left
						return
	
	def beacon(self):
		"Returns true if cos(angle) to beacon is > 0.99"
		dbeacon = self.beacon_point - self.center
		dbeacon.normalize()
		return dbeacon.inner_product(self.forward) > 0.99

	def shoot(self):
		"If there is a grabbed ball, the ball is shot off"
		with self.grabbed_ball_lock:
			if self.grabbed_ball is not None:
				self.grabbed_ball.center = self.center + self.forward*(self.grabbed_forward + 10) + self.left*self.grabbed_left
				# Shoots the ball at 400 pixels per second (2.0 m/s)
				self.grabbed_ball.v = self.forward * 0.4	
				self.grabbed_ball = None
	
	def camera(self):
		"This is the 'camera' sensor. If any ball is found in the 'camera triangle', the distance and bearing to it are reported (with a random 10% noise)"
		"If several balls are found, one of them is reported (typically it is a stable solution)"
		for b in self.world.objects:
			if isinstance(b, Ball):
				# First check distance to center
				v = b.center - self.center
				v_forward = self.forward.inner_product(v)
				if v_forward > 0 and v_forward < self.CAMERA_DEPTH:
					# See whether the ball is within the triangle
					v_left = self.left.inner_product(v)
					tan = abs(v_left)/v_forward
					if (tan < float(self.CAMERA_SIDE)/self.CAMERA_DEPTH):
						# The ball is inside
						return (v_forward*random.uniform(0.9,1.1), v_left*random.uniform(0.9,1.1))
		return None
class Robot(WorldObject):
    # Robot must fit into a 350mm cylinder, which here means that it should not exceed a square of 49x49 pixels more or less. Hence the width/height parameters.
    def __init__(self, world, name, role):
        RADIUS = 130 / 5  # The diameter of the telliskivi robot is 260mm. In pixels it makes a radius of 26
        self.WHEEL_RADIUS = 105 / 5
        self.FORWARD_EDGE_FRONT = 85 / 5
        self.FORWARD_EDGE_LEFT = 100 / 5  # 98.86mm
        CENTER = Point(12 + RADIUS, 12 +
                       RADIUS) if (role == "TOPLEFT") else Point(
                           world.width - 12 - RADIUS, world.height - 12 -
                           RADIUS)
        WorldObject.__init__(self, CENTER, RADIUS)
        self.world = world
        self.name = name
        self.wr = RADIUS
        self.hr = RADIUS
        self.beacon_point = Point(
            world.width +
            50, world.cy) if role == "TOPLEFT" else Point(-50, world.cy)
        self.beacon_point_en = Point(0,
                                     world.cy) if role == "TOPLEFT" else Point(
                                         world.width, world.cy)
        self.goal_center = Point(world.width,
                                 world.cy) if role == "TOPLEFT" else Point(
                                     0, world.cy)

        # "Forward" is the unit direction vector where the robot is facing
        # (0, 1) is the "default" (height along the Y axis)
        self.forward = Point(0, 1)
        self.left = Point(-self.forward.y, self.forward.x)
        if role == "TOPLEFT":
            self.rotate(3.1415 / 2)
        else:
            self.rotate(-3.1415 / 2)

        # Those are state parameters
        self.leftSpeed = 0
        self.rightSpeed = 0

        # Camera sensor parameters
        self.CAMERA_DEPTH = 1000  # Let's say the camera sees as far as the end of the field (~5 meters = 1000 px)
        self.CAMERA_SIDE = 340  # The camera's side angle is 20 degree, i.e. at 1000 pixels it stretches to 340px

        # Write concurrency lock (we assume reads are atomic, and even if not, just ignore read errors)
        self.data_lock = thread.allocate_lock()

        # Whether there's a ball in the grabber
        self.grabbed_ball = None
        self.grabbed_ball_lock = thread.allocate_lock()

    def draw(self, screen):
        # Center point
        draw.line(screen, (0, 0, 0), (self.center - self.left * 5).as_tuple(),
                  (self.center + self.left * 5).as_tuple())
        draw.line(screen, (0, 0, 0), self.center.as_tuple(),
                  (self.center + self.forward * 8).as_tuple())
        # Sensor edges
        draw.line(screen, (255, 0, 0), self.center.as_tuple(),
                  (self.center + self.forward * self.CAMERA_DEPTH +
                   self.left * self.CAMERA_SIDE).as_tuple())
        draw.line(screen, (255, 0, 0), self.center.as_tuple(),
                  (self.center + self.forward * self.CAMERA_DEPTH + self.left *
                   (-self.CAMERA_SIDE)).as_tuple())
        draw.line(screen, (255,0,0), (self.center + self.forward*self.CAMERA_DEPTH + self.left*(-self.CAMERA_SIDE)).as_tuple(), \
               (self.center + self.forward*self.CAMERA_DEPTH + self.left*self.CAMERA_SIDE).as_tuple())
        # Circle
        # Angle we're pointing to:
        fwdangle = atan2(-self.forward.y, self.forward.x)
        fromangle = fwdangle + 0.86
        toangle = fwdangle - 0.86
        if (toangle < 0): toangle += 2 * 3.1415
        if (fromangle > toangle):
            fromangle -= 2 * 3.1415
        draw.arc(
            screen, (0, 0, 0),
            Rect(self.center.x - self.radius, self.center.y - self.radius,
                 2 * self.radius, 2 * self.radius), fromangle, toangle, 1)

        # Wheels
        for side in [1, -1]:
            draw.line(screen, (0, 0, 0),
                      (self.center + self.left * self.WHEEL_RADIUS * side -
                       self.forward * (30 / 5)).as_tuple(),
                      (self.center + self.left * self.WHEEL_RADIUS * side +
                       self.forward * (30 / 5)).as_tuple(), 5)
        # Sides
        for (f, t) in self.edges():
            draw.line(screen, (0, 0, 0), f.as_tuple(), t.as_tuple())

    def edges(self):
        """Enumerate edges as tuples ((x,y), (x,y)) in clockwise order [assuming mathematical coordinates]"""
        frontleft = self.center + self.forward * self.FORWARD_EDGE_FRONT + self.left * self.FORWARD_EDGE_LEFT
        frontright = self.center + self.forward * self.FORWARD_EDGE_FRONT - self.left * self.FORWARD_EDGE_LEFT
        yield (frontleft, frontright)

    def rotate(self, angle):
        self.forward.rotate(angle)
        self.left.rotate(angle)

    def simulate(self):
        # This is a hack which only works at small simulation steps
        leftTurn = (self.leftSpeed - self.rightSpeed) / self.WHEEL_RADIUS / 2
        forwardMove = (self.leftSpeed + self.rightSpeed) / 2
        self.v = self.forward * forwardMove
        if (self.v != 0):
            self.center.add(self.v)
        if (leftTurn != 0):
            self.forward = self.forward + self.left * leftTurn
            self.forward.normalize()
            self.left = Point(-self.forward.y, self.forward.x)

        # If there is a grabbed ball, carry it around
        with self.grabbed_ball_lock:
            if self.grabbed_ball is not None:
                self.grabbed_ball.v = Point(0, 0)
                self.grabbed_ball.center = self.center + self.forward * self.grabbed_forward + self.left * self.grabbed_left

        # Precompute "edge walls", those will be useful in collision checks
        self.edge_walls = [Wall(e[1], e[0]) for e in self.edges()]
        all_x = [w.p1.x for w in self.edge_walls]
        all_y = [w.p1.y for w in self.edge_walls]

    def wall_check(self, w):
        # Robot's wall handling is fairly trivial. If we see we're hitting the wall, we'll nudge back from it
        m = w.dist_to_point(self.center) - self.radius
        if (m < 0):
            # We need to nudge perpendicular to the wall by distance -m
            self.center.add(w.normal * (-m))

    def collision_check(self, obj):
        # If it is not a ball, ignore it
        if not isinstance(obj, Ball):
            # Just check the "bounding circle"
            dir = obj.center - self.center
            dist = dir.norm()
            if (dist < obj.radius + self.radius):
                # Nudge either us or them, choose randomly to avoid some ugliness
                dir_normalized = dir * (1 / dist)
                if (random.randint(0, 1) == 0):
                    # Them
                    obj.center.add(dir_normalized *
                                   (obj.radius + self.radius - dist))
                else:
                    # Us
                    self.center.add(dir_normalized *
                                    (dist - (obj.radius + self.radius)))
        else:
            # First see whether the ball is within the radius
            dir = obj.center - self.center
            d = dir.norm() - obj.radius - self.radius
            if (d >= 0):
                return
            # Otherwise, check whether the ball is within the front edge part
            front_coord = dir.inner_product(self.forward)
            if (front_coord < self.FORWARD_EDGE_FRONT):
                # No, it is a side collision, rebound the ball
                dir.normalize()
                obj.center.add(dir * (-d))
                obj.v.add(dir * (-d * 2))
                return
            # The ball might be touching the front edge, check it
            d = front_coord - self.FORWARD_EDGE_FRONT - obj.radius
            if (d < 0):
                left_coord = dir.inner_product(self.left)
                if (abs(left_coord) < self.FORWARD_EDGE_LEFT):
                    # Kick from the front edge
                    obj.center.add(self.forward * (-d))
                    # Second, simulate a rebounce (this is a hack, but it's way easier than considering rotations and stuff)
                    obj.v.add(self.forward * (-d * 2))

    # ----------- The following are the main commands for the robot -----------------

    def wheels(self, left, right):
        """
			Sets the wheel speed. Left and right must be numbers -100..100.
			100 is 1 m/s.
		"""
        with self.data_lock:
            self.leftSpeed = left / 500.0  # leftSpeed and rightSpeed are in pixels per millisecond  1m/s = 1000mm/s = 200px/s = 0.2px/ms
            self.rightSpeed = right / 500.0  # Hence, 100 input units are mapped to --> 0.2 leftSpeed/rightSpeed units.

    def grab(self):
        "If at the moment this function is called there is a ball right at the front of the robot, the ball is 'grabbed'"
        if self.grabbed_ball is not None:
            return
        for b in self.world.objects:
            if isinstance(b, Ball):
                # First check distance to center
                v = b.center - self.center
                v_forward = self.forward.inner_product(v)
                if v_forward > 0 and v_forward < self.FORWARD_EDGE_FRONT + b.radius + 3:
                    # See whether the ball is within the front edge
                    v_left = self.left.inner_product(v)
                    if (abs(v_left) < self.FORWARD_EDGE_LEFT - 2):
                        # OK, grab
                        with self.grabbed_ball_lock:
                            self.grabbed_ball = b
                            b.v = Point(0, 0)
                            self.grabbed_forward = v_forward - 5
                            self.grabbed_left = v_left
                        return

    def beacon(self):
        "Returns true if cos(angle) to beacon is > 0.99"
        dbeacon = self.beacon_point - self.center
        dbeacon_forward = self.forward.inner_product(dbeacon)
        dbeacon_left = self.left.inner_product(dbeacon)
        dbeacon_en = self.beacon_point_en - self.center
        dbeacon_en_forward = self.forward.inner_product(dbeacon_en)
        dbeacon_en_left = self.left.inner_product(dbeacon_en)
        dbeacon.normalize()
        dbeacon_en.normalize()
        if dbeacon.inner_product(self.forward) < 0.9:
            dbeacon_forward = 5000
            dbeacon_left = 500
        if dbeacon_en.inner_product(self.forward) < 0.9:
            dbeacon_en_forward = 5000
            dbeacon_en_left = 500
        return [
            dbeacon_forward, dbeacon_left, dbeacon_en_forward, dbeacon_en_left
        ]

    def goal(self):
        "Returns the location of the goal, in robot coordinates, if it is visible. Otherwise returns 0 0"
        dgoal = self.goal_center - self.center
        goal_dist = dgoal.inner_product(self.forward)
        goal_left = dgoal.inner_product(self.left)
        if (goal_dist < 1):
            return (0, 0)
        elif (abs(goal_left / goal_dist) > float(self.CAMERA_SIDE) /
              self.CAMERA_DEPTH):  # Is the goal within viewing limits?
            return (0, 0)
        else:
            return (goal_dist, goal_left)

    def shoot(self):
        "If there is a grabbed ball, the ball is shot off"
        with self.grabbed_ball_lock:
            if self.grabbed_ball is not None:
                self.grabbed_ball.center = self.center + self.forward * (
                    self.grabbed_forward + 10) + self.left * self.grabbed_left
                # Shoots the ball at 0.4 pixels per millisecond (2.0 m/s)
                self.grabbed_ball.v = self.forward * 0.4
                self.grabbed_ball = None

    def camera(self):
        "This is the 'camera' sensor. If any ball is found in the 'camera triangle', the distance and bearing to it are reported (with a random 10% noise)"
        "If several balls are found, the closest is reported"
        v_forward_closest = 5000
        v_left_closest = 5000
        for b in self.world.objects:
            if isinstance(b, Ball):
                # First check distance to center
                v = b.center - self.center
                v_forward = self.forward.inner_product(v)
                if v_forward > 0 and v_forward < self.CAMERA_DEPTH:
                    # See whether the ball is within the triangle
                    v_left = self.left.inner_product(v)
                    tan = abs(v_left) / v_forward
                    if (tan < float(self.CAMERA_SIDE) / self.CAMERA_DEPTH):
                        # The ball is inside
                        if (v_forward < v_forward_closest):
                            v_forward_closest = v_forward
                            v_left_closest = v_left
        if (v_forward_closest != 5000):
            return (v_forward_closest * random.uniform(0.9, 1.1),
                    v_left_closest * random.uniform(0.9, 1.1))
        return None
    def __init__(self, world, name, role):
        RADIUS = 130 / 5  # The diameter of the telliskivi robot is 260mm. In pixels it makes a radius of 26
        self.WHEEL_RADIUS = 105 / 5
        self.FORWARD_EDGE_FRONT = 85 / 5
        self.FORWARD_EDGE_LEFT = 100 / 5  # 98.86mm
        CENTER = Point(12 + RADIUS, 12 +
                       RADIUS) if (role == "TOPLEFT") else Point(
                           world.width - 12 - RADIUS, world.height - 12 -
                           RADIUS)
        WorldObject.__init__(self, CENTER, RADIUS)
        self.world = world
        self.name = name
        self.wr = RADIUS
        self.hr = RADIUS
        self.beacon_point = Point(
            world.width +
            50, world.cy) if role == "TOPLEFT" else Point(-50, world.cy)
        self.beacon_point_en = Point(0,
                                     world.cy) if role == "TOPLEFT" else Point(
                                         world.width, world.cy)
        self.goal_center = Point(world.width,
                                 world.cy) if role == "TOPLEFT" else Point(
                                     0, world.cy)

        # "Forward" is the unit direction vector where the robot is facing
        # (0, 1) is the "default" (height along the Y axis)
        self.forward = Point(0, 1)
        self.left = Point(-self.forward.y, self.forward.x)
        if role == "TOPLEFT":
            self.rotate(3.1415 / 2)
        else:
            self.rotate(-3.1415 / 2)

        # Those are state parameters
        self.leftSpeed = 0
        self.rightSpeed = 0

        # Camera sensor parameters
        self.CAMERA_DEPTH = 1000  # Let's say the camera sees as far as the end of the field (~5 meters = 1000 px)
        self.CAMERA_SIDE = 340  # The camera's side angle is 20 degree, i.e. at 1000 pixels it stretches to 340px

        # Write concurrency lock (we assume reads are atomic, and even if not, just ignore read errors)
        self.data_lock = thread.allocate_lock()

        # Whether there's a ball in the grabber
        self.grabbed_ball = None
        self.grabbed_ball_lock = thread.allocate_lock()
class Robot(WorldObject):
	# Robot must fit into a 350mm cylinder, which here means that it should not exceed a square of 49x49 pixels more or less. Hence the width/height parameters.
	def __init__(self, world, name, role):
		RADIUS = 130/5  # The diameter of the telliskivi robot is 260mm. In pixels it makes a radius of 26
		self.WHEEL_RADIUS = 105/5
		self.FORWARD_EDGE_FRONT = 85/5
		self.FORWARD_EDGE_LEFT = 100/5 # 98.86mm
		CENTER = Point(12+RADIUS, 12+RADIUS) if (role == "TOPLEFT") else Point(world.width - 12 - RADIUS, world.height - 12 - RADIUS)
		WorldObject.__init__(self, CENTER, RADIUS)
		self.world = world
		self.name = name
		self.wr = RADIUS
		self.hr = RADIUS
		self.beacon_point = Point(world.width + 50, world.cy) if role == "TOPLEFT" else Point(-50, world.cy)
		self.beacon_point_en = Point(0, world.cy) if role == "TOPLEFT" else Point(world.width, world.cy)
		self.goal_center = Point(world.width, world.cy) if role == "TOPLEFT" else Point(0, world.cy)
		
		# "Forward" is the unit direction vector where the robot is facing
		# (0, 1) is the "default" (height along the Y axis)
		self.forward = Point(0, 1)
		self.left = Point(-self.forward.y, self.forward.x)
		if role == "TOPLEFT":
			self.rotate(3.1415/2)
		else:
			self.rotate(-3.1415/2)
		
		# Those are state parameters
		self.leftSpeed = 0
		self.rightSpeed = 0
		
		
		# Camera sensor parameters
		self.CAMERA_DEPTH = 1000  # Let's say the camera sees as far as the end of the field (~5 meters = 1000 px)
		self.CAMERA_SIDE = 340    # The camera's side angle is 20 degree, i.e. at 1000 pixels it stretches to 340px
		
		# Write concurrency lock (we assume reads are atomic, and even if not, just ignore read errors)
		self.data_lock = thread.allocate_lock()

		# Whether there's a ball in the grabber
		self.grabbed_ball = None
		self.grabbed_ball_lock = thread.allocate_lock()
		
	def draw(self, screen):
		# Center point
		draw.line(screen, (0,0,0), (self.center - self.left*5).as_tuple(), (self.center + self.left*5).as_tuple())
		draw.line(screen, (0,0,0), self.center.as_tuple(), (self.center + self.forward*8).as_tuple())
		# Sensor edges
		draw.line(screen, (255,0,0), self.center.as_tuple(), (self.center + self.forward*self.CAMERA_DEPTH + self.left*self.CAMERA_SIDE).as_tuple())		
		draw.line(screen, (255,0,0), self.center.as_tuple(), (self.center + self.forward*self.CAMERA_DEPTH + self.left*(-self.CAMERA_SIDE)).as_tuple())	
		draw.line(screen, (255,0,0), (self.center + self.forward*self.CAMERA_DEPTH + self.left*(-self.CAMERA_SIDE)).as_tuple(), \
									(self.center + self.forward*self.CAMERA_DEPTH + self.left*self.CAMERA_SIDE).as_tuple())
		# Circle
		# Angle we're pointing to:
		fwdangle = atan2(-self.forward.y, self.forward.x)
		fromangle = fwdangle + 0.86
		toangle = fwdangle - 0.86
		if (toangle < 0): toangle += 2*3.1415
		if (fromangle > toangle):
			fromangle -= 2*3.1415
		draw.arc(screen, (0,0,0), Rect(self.center.x - self.radius, self.center.y - self.radius, 2*self.radius, 2*self.radius), fromangle, toangle, 1)
				
		# Wheels
		for side in [1, -1]:
			draw.line(screen, (0,0,0), (self.center + self.left*self.WHEEL_RADIUS*side - self.forward*(30/5)).as_tuple(), (self.center + self.left*self.WHEEL_RADIUS*side + self.forward*(30/5)).as_tuple(), 5)
		# Sides
		for (f,t) in self.edges():
			draw.line(screen, (0,0,0), f.as_tuple(), t.as_tuple())

	def edges(self):
		"""Enumerate edges as tuples ((x,y), (x,y)) in clockwise order [assuming mathematical coordinates]"""
		frontleft = self.center + self.forward*self.FORWARD_EDGE_FRONT + self.left*self.FORWARD_EDGE_LEFT
		frontright = self.center + self.forward*self.FORWARD_EDGE_FRONT - self.left*self.FORWARD_EDGE_LEFT
		yield (frontleft, frontright)
		
	def rotate(self, angle):
		self.forward.rotate(angle)
		self.left.rotate(angle)
		
	def simulate(self):
		# This is a hack which only works at small simulation steps
		leftTurn = (self.leftSpeed - self.rightSpeed)/self.WHEEL_RADIUS/2
		forwardMove = (self.leftSpeed + self.rightSpeed)/2
		self.v = self.forward*forwardMove
		if (self.v != 0):
			self.center.add(self.v)
		if (leftTurn != 0):
			self.forward = self.forward + self.left*leftTurn
			self.forward.normalize()
			self.left = Point(-self.forward.y, self.forward.x)
			
		# If there is a grabbed ball, carry it around
		with self.grabbed_ball_lock:
			if self.grabbed_ball is not None:
				self.grabbed_ball.v = Point(0,0)
				self.grabbed_ball.center = self.center + self.forward*self.grabbed_forward + self.left*self.grabbed_left
	
		# Precompute "edge walls", those will be useful in collision checks
		self.edge_walls = [Wall(e[1], e[0]) for e in self.edges()]
		all_x = [w.p1.x for w in self.edge_walls]
		all_y = [w.p1.y for w in self.edge_walls]
	
	def wall_check(self, w):
		# Robot's wall handling is fairly trivial. If we see we're hitting the wall, we'll nudge back from it
		m = w.dist_to_point(self.center) - self.radius
		if (m < 0):
			# We need to nudge perpendicular to the wall by distance -m
			self.center.add(w.normal*(-m))
	
	def collision_check(self, obj):
		# If it is not a ball, ignore it
		if not isinstance(obj, Ball):
			# Just check the "bounding circle"
			dir = obj.center - self.center
			dist = dir.norm()
			if (dist < obj.radius + self.radius):
				# Nudge either us or them, choose randomly to avoid some ugliness
				dir_normalized = dir * (1/dist)
				if (random.randint(0,1) == 0):
					# Them
					obj.center.add(dir_normalized*(obj.radius + self.radius - dist))
				else:
					# Us
					self.center.add(dir_normalized*(dist - (obj.radius + self.radius)))
		else:
			# First see whether the ball is within the radius
			dir = obj.center - self.center
			d = dir.norm() - obj.radius - self.radius
			if (d >= 0):
				return
			# Otherwise, check whether the ball is within the front edge part
			front_coord = dir.inner_product(self.forward)
			if (front_coord < self.FORWARD_EDGE_FRONT):
				# No, it is a side collision, rebound the ball
				dir.normalize()
				obj.center.add(dir * (-d))
				obj.v.add(dir * (-d*2))
				return
			# The ball might be touching the front edge, check it
			d = front_coord - self.FORWARD_EDGE_FRONT - obj.radius
			if (d < 0):
				left_coord = dir.inner_product(self.left)
				if (abs(left_coord) < self.FORWARD_EDGE_LEFT):
					# Kick from the front edge
					obj.center.add(self.forward * (-d))
					# Second, simulate a rebounce (this is a hack, but it's way easier than considering rotations and stuff)
					obj.v.add(self.forward * (-d*2))

	# ----------- The following are the main commands for the robot -----------------
	
	def wheels(self, left, right):
		"""
			Sets the wheel speed. Left and right must be numbers -100..100.
			100 is 1 m/s.
		"""
		with self.data_lock:
			self.leftSpeed = left/500.0    # leftSpeed and rightSpeed are in pixels per millisecond  1m/s = 1000mm/s = 200px/s = 0.2px/ms
			self.rightSpeed = right/500.0  # Hence, 100 input units are mapped to --> 0.2 leftSpeed/rightSpeed units.
	
	def grab(self):
		"If at the moment this function is called there is a ball right at the front of the robot, the ball is 'grabbed'"
		if self.grabbed_ball is not None:
			return
		for b in self.world.objects:
			if isinstance(b, Ball):
				# First check distance to center
				v = b.center - self.center
				v_forward = self.forward.inner_product(v)
				if v_forward > 0 and v_forward < self.FORWARD_EDGE_FRONT + b.radius + 3:
					# See whether the ball is within the front edge
					v_left = self.left.inner_product(v)
					if (abs(v_left) < self.FORWARD_EDGE_LEFT - 2):
						# OK, grab
						with self.grabbed_ball_lock:
							self.grabbed_ball = b
							b.v = Point(0, 0)
							self.grabbed_forward = v_forward - 5
							self.grabbed_left = v_left
						return
	
	def beacon(self):
		"Returns true if cos(angle) to beacon is > 0.99"
		dbeacon = self.beacon_point - self.center
		dbeacon_forward = self.forward.inner_product(dbeacon)
		dbeacon_left = self.left.inner_product(dbeacon)
		dbeacon_en = self.beacon_point_en - self.center
		dbeacon_en_forward = self.forward.inner_product(dbeacon_en)
		dbeacon_en_left = self.left.inner_product(dbeacon_en)
		dbeacon.normalize()
		dbeacon_en.normalize() 
		if dbeacon.inner_product(self.forward) < 0.9:
				dbeacon_forward = 5000
				dbeacon_left = 500
		if dbeacon_en.inner_product(self.forward) < 0.9:
				dbeacon_en_forward = 5000
				dbeacon_en_left = 500
		return [dbeacon_forward, dbeacon_left, dbeacon_en_forward, dbeacon_en_left]

	def goal(self):
		"Returns the location of the goal, in robot coordinates, if it is visible. Otherwise returns 0 0"
		dgoal = self.goal_center - self.center
		goal_dist  = dgoal.inner_product(self.forward)
		goal_left  = dgoal.inner_product(self.left)
		if (goal_dist < 1):
			return (0, 0)
		elif (abs(goal_left/goal_dist) > float(self.CAMERA_SIDE)/self.CAMERA_DEPTH): # Is the goal within viewing limits?
			return (0, 0)
		else:
			return (goal_dist, goal_left)
		
	def shoot(self):
		"If there is a grabbed ball, the ball is shot off"
		with self.grabbed_ball_lock:
			if self.grabbed_ball is not None:
				self.grabbed_ball.center = self.center + self.forward*(self.grabbed_forward + 10) + self.left*self.grabbed_left
				# Shoots the ball at 0.4 pixels per millisecond (2.0 m/s)
				self.grabbed_ball.v = self.forward * 0.4	
				self.grabbed_ball = None
	
	def camera(self):
		"This is the 'camera' sensor. If any ball is found in the 'camera triangle', the distance and bearing to it are reported (with a random 10% noise)"
		"If several balls are found, the closest is reported"
		v_forward_closest = 5000;
		v_left_closest = 5000;
		for b in self.world.objects:
				if isinstance(b, Ball):
						# First check distance to center
						v = b.center - self.center
						v_forward = self.forward.inner_product(v)
						if v_forward > 0 and v_forward < self.CAMERA_DEPTH:
								# See whether the ball is within the triangle
								v_left = self.left.inner_product(v)
								tan = abs(v_left)/v_forward
								if (tan < float(self.CAMERA_SIDE)/self.CAMERA_DEPTH):
										# The ball is inside
										if (v_forward < v_forward_closest):
												v_forward_closest = v_forward
												v_left_closest = v_left
		if (v_forward_closest != 5000):
			return (v_forward_closest*random.uniform(0.9,1.1), v_left_closest*random.uniform(0.9,1.1))
		return None
class Robot(WorldObject):
	# Robot must fit into a 350mm cylinder, which here means that it should not exceed a square of 49x49 pixels more or less. Hence the width/height parameters.
	def __init__(self, world, name, role):
		width  = 40 
		height = 40
		center 					= Point(int(12+height/2), int(12+width/2)) if role == "TOPLEFT" else Point(world.width-(12+height/2), world.height-(12+width/2))
		
		WorldObject.__init__(self, center, int(sqrt(width**2 + height**2)/2) )
		self.world = world
		self.name = name
		self.wr = width/2
		self.hr = height/2
		self.beacon_point 		= Point(world.width + 50, world.cy) if role == "TOPLEFT" else Point(-50, world.cy)
		self.beacon_point_en 	= Point(0, world.cy) 				if role == "TOPLEFT" else Point(world.width, world.cy)
		self.goal_center 		= Point(world.width, world.cy) 		if role == "TOPLEFT" else Point(0, world.cy)		
		
		
		# "Forward" is the unit direction vector where the robot is facing
		# (0, 1) is the "default" (height along the Y axis)
		self.forward = Point(0, 1)
		self.left = Point(-self.forward.y, self.forward.x)
		if role == "TOPLEFT":
			self.rotate(3.1415/2)
		else:
			self.rotate(-3.1415/2)

		# Those are state parameters
		self.leftSpeed = 0
		self.rightSpeed = 0
		
		# Camera sensor parameters
		self.CAMERA_DEPTH 	= 800 	# Kaugus kuhu naeme 
		self.CAMERA_SIDE 	= 500	# Laius kuhu naeme
		
		# Write concurrency lock (we assume reads are atomic, and even if not, just ignore read errors)
		self.data_lock = thread.allocate_lock()

		# Whether there's a ball in the grabber
		self.grabbed_ball = None
		self.grabbed_ball_lock = thread.allocate_lock()
		
	def draw(self, screen):
		# Center point
		draw.line(screen, (0,0,0), (self.center - self.left*5).as_tuple(), (self.center + self.left*5).as_tuple())
		draw.line(screen, (0,0,0), self.center.as_tuple(), (self.center + self.forward*8).as_tuple())
		# Sensor edges
		draw.line(screen, (255,0,0), self.center.as_tuple(), (self.center + self.forward*self.CAMERA_DEPTH + self.left*self.CAMERA_SIDE).as_tuple())		
		draw.line(screen, (255,0,0), self.center.as_tuple(), (self.center + self.forward*self.CAMERA_DEPTH + self.left*(-self.CAMERA_SIDE)).as_tuple())	
		draw.line(screen, (255,0,0), (self.center + self.forward*self.CAMERA_DEPTH + self.left*(-self.CAMERA_SIDE)).as_tuple(), \
									(self.center + self.forward*self.CAMERA_DEPTH + self.left*self.CAMERA_SIDE).as_tuple())
		# Beacon line
		if (self.beacon()):
			draw.line(screen, (255, 100, 0), self.center.as_tuple(), self.beacon_point.as_tuple())
		# Wheels
		for side in [1, -1]:
			draw.line(screen, (0,0,0), (self.center + self.left*self.wr*side - self.forward*8).as_tuple(), (self.center + self.left*self.wr*side + self.forward*8).as_tuple(), 5)
		# Sides
		for (f,t) in self.edges():
			draw.line(screen, (0,0,0), f.as_tuple(), t.as_tuple())

	def edges(self):
		"""Enumerate edges as tuples ((x,y), (x,y)) in clockwise order [assuming mathematical coordinates]"""
		leftback = self.center + self.left*self.wr - self.forward*self.hr
		leftfront = self.center + self.left*self.wr + self.forward*self.hr
		rightfront = self.center - self.left*self.wr + self.forward*self.hr
		rightback = self.center - self.left*self.wr - self.forward*self.hr
		yield (leftback, leftfront)
		yield (leftfront, rightfront)
		yield (rightfront, rightback)
		yield (rightback, leftback)
		
	def rotate(self, angle):
		self.forward.rotate(angle)
		self.left.rotate(angle)
		
	def simulate(self):
		# This is a hack which only works at small simulation steps
		leftTurn = (self.leftSpeed - self.rightSpeed)/self.wr/2
		forwardMove = (self.leftSpeed + self.rightSpeed)/2
		self.v = self.forward*forwardMove
		if (self.v != 0):
			self.center.add(self.v)
		if (leftTurn != 0):
			self.forward = self.forward + self.left*leftTurn
			self.forward.normalize()
			self.left = Point(-self.forward.y, self.forward.x)
			
		# If there is a grabbed ball, carry it around
		with self.grabbed_ball_lock:
			if self.grabbed_ball is not None:
				self.grabbed_ball.v = Point(0,0)
				self.grabbed_ball.center = self.center + self.forward*self.grabbed_forward + self.left*self.grabbed_left
	
		# Precompute "edge walls", those will be useful in collision checks
		self.edge_walls = [Wall(e[1], e[0]) for e in self.edges()]
		all_x = [w.p1.x for w in self.edge_walls]
		all_y = [w.p1.y for w in self.edge_walls]
	
	def wall_check(self, w):
		# Robot's wall handling is fairly trivial. If we see we're hitting the wall, we'll nudge back from it
		m = min([w.dist_to_point(edge[0]) for edge in self.edges()])
		if (m < 0):
			# We need to nudge perpendicular to the wall by distance -m
			self.center.add(w.normal*(-m))
	
	def collision_check(self, obj):
		# If it is not a ball, ignore it
		if not isinstance(obj, Ball): # objekt ei ole pall
			# Just check the "bounding circle"
			dir = obj.center - self.center
			dist = dir.norm()
			if (dist < obj.radius + self.radius):
				# Nudge either us or them, choose randomly to avoid some ugliness
				dir_normalized = dir * (1/dist)
				if (random.randint(0,1) == 0):
					# Them
					obj.center.add(dir_normalized*(obj.radius + self.radius - dist))
				else:
					# Us
					self.center.add(dir_normalized*(dist - (obj.radius + self.radius)))
		else: #objekt on pall
			# Find which wall is the ball touching
			for w in self.edge_walls:
				d = w.dist_to_point(obj.center) - obj.radius
				if (d > -0.3 and d < 0):
					# Is the ball within the range of the wall at all?
					wall_coord = (obj.center - w.p1).inner_product(w.v_normalized)
					if (wall_coord >= -obj.radius and wall_coord <= w.len+obj.radius):
						# Yes, it does, something must be done.
						# Nyyd kontrollime kas esimene ots?
						v = obj.center - self.center
						v_left = self.left.inner_product(v)
						v_forward = self.forward.inner_product(v)
						if (abs(v_left) < self.wr - 2):
							# OK, grab
							with self.grabbed_ball_lock:
								self.grabbed_ball = obj
								obj.v = Point(0, 0)
								self.grabbed_forward = v_forward - 5
								self.grabbed_left = v_left
							return
						else: #kui pole esimene ots	
							# First, nudge
							obj.center.add(w.normal * (-d))
							# Second, simulate a rebounce (this is a hack, but it's way easier than considering rotations and stuff)
							obj.v.add(w.normal * (-d*2))

	# ----------- The following are the main commands for the robot -----------------
	
	def wheels(self, left, right):
		"""
			Sets the wheel speed. Left and right must be numbers -100..100.
			100 is 1 m/s.
		"""
		with self.data_lock:
			self.leftSpeed 	= left	/500.0	# leftSpeed and rightSpeed are in pixels per second
			self.rightSpeed = right	/500.0
	def grab(self):
		"If at the moment this function is called there is a ball right at the front of the robot, the ball is 'grabbed'"
		if self.grabbed_ball is not None: #pall on juba haaratud, meil peaks olema, et votab koik pallid
			return
		for b in self.world.objects:
			if isinstance(b, Ball):
				# First check distance to center
				v = b.center - self.center
				v_forward = self.forward.inner_product(v)
				if v_forward > 0 and v_forward < self.hr + b.radius + 3:
					# See whether the ball is within the front edge
					v_left = self.left.inner_product(v)
					if (abs(v_left) < self.wr - 2):
						# OK, grab
						with self.grabbed_ball_lock:
							self.grabbed_ball = b
							b.v = Point(0, 0)
							self.grabbed_forward = v_forward - 5
							self.grabbed_left = v_left
						return
	def beacon(self):
		"Returns true if cos(angle) to beacon is > 0.99"
		dbeacon = self.beacon_point - self.center
		dbeacon.normalize()
		#originaalis oli 0.99 mis vastab 8.1 kraadile meie kasutame 0.995 mis vastab 5.7le, 993-6.7kraadi
		return dbeacon.inner_product(self.forward) > 0.994
	def shoot(self):
		"If there is a grabbed ball, the ball is shot off"
		with self.grabbed_ball_lock:
			if self.grabbed_ball is not None:
				self.grabbed_ball.center = self.center + self.forward*(self.grabbed_forward + 10) + self.left*self.grabbed_left
				# Shoots the ball at 0.4 pixels per millisecond (2.0 m/s)
				self.grabbed_ball.v = self.forward * 1	## oli 0.4 mis vastab 2 ms, paneme 2 mis vastab 10m/s 
				self.grabbed_ball = None
	def camera(self):
		"This is the 'camera' sensor. If any ball is found in the 'camera triangle', the distance and bearing to it are reported (with a random 10% noise)"
		"If several balls are found, one of them is reported (typically it is a stable solution)"
		v_forward_closest 	= 5000;
		v_left_closest 		= 5000;
		for b in self.world.objects:
				if isinstance(b, Ball):
						# First check distance to center
						v = b.center - self.center
						v_forward = self.forward.inner_product(v)
						if v_forward > 0 and v_forward < self.CAMERA_DEPTH:
								# See whether the ball is within the triangle
								v_left = self.left.inner_product(v)
								tan = abs(v_left)/v_forward
								if (tan < float(self.CAMERA_SIDE)/self.CAMERA_DEPTH):
										# The ball is inside
										if (v_forward < v_forward_closest):
												v_forward_closest 	= v_forward
												v_left_closest 		= v_left
		if (v_forward_closest != 5000):
			return (v_forward_closest*random.uniform(0.9,1.1), v_left_closest*random.uniform(0.9,1.1))
		return None

	def optokatkesti(self):
		"See on optokatkesti kontrollimine. Kui pall on triblajas, siis peab vastama 1, kui ei ole siis False"
		if self.grabbed_ball is not None: #Pall on haaratud
			return 1
	def __init__(self, world, name, role):
		width  = 40 
		height = 40
		center 					= Point(int(12+height/2), int(12+width/2)) if role == "TOPLEFT" else Point(world.width-(12+height/2), world.height-(12+width/2))
		
		WorldObject.__init__(self, center, int(sqrt(width**2 + height**2)/2) )
		self.world = world
		self.name = name
		self.wr = width/2
		self.hr = height/2
		self.beacon_point 		= Point(world.width + 50, world.cy) if role == "TOPLEFT" else Point(-50, world.cy)
		self.beacon_point_en 	= Point(0, world.cy) 				if role == "TOPLEFT" else Point(world.width, world.cy)
		self.goal_center 		= Point(world.width, world.cy) 		if role == "TOPLEFT" else Point(0, world.cy)		
		
		
		# "Forward" is the unit direction vector where the robot is facing
		# (0, 1) is the "default" (height along the Y axis)
		self.forward = Point(0, 1)
		self.left = Point(-self.forward.y, self.forward.x)
		if role == "TOPLEFT":
			self.rotate(3.1415/2)
		else:
			self.rotate(-3.1415/2)

		# Those are state parameters
		self.leftSpeed = 0
		self.rightSpeed = 0
		
		# Camera sensor parameters
		self.CAMERA_DEPTH 	= 800 	# Kaugus kuhu naeme 
		self.CAMERA_SIDE 	= 500	# Laius kuhu naeme
		
		# Write concurrency lock (we assume reads are atomic, and even if not, just ignore read errors)
		self.data_lock = thread.allocate_lock()

		# Whether there's a ball in the grabber
		self.grabbed_ball = None
		self.grabbed_ball_lock = thread.allocate_lock()
Example #14
0
def main():
	# Read two parameters identifying modules for the first and the second robots.
	if (len(sys.argv) < 3):
		print "Usage: python main.py <first_robot> <second_robot> [random seed]"
		print ""
		print "The <first_robot> and <second_robot> should identify modules containing classes Robot and RobotServer"
		print "E.g if you invoke "
		print "  python main.py telliskivi ekrs"
		print "The simulator will import telliskivi.Robot, telliskivi.RobotServer, ekrs.Robot, ekrs.RobotServer"
		sys.exit(1)
	
	# Try to import modules
	r1module = __import__(sys.argv[1])
	r2module = __import__(sys.argv[2])
	(a,b,c,d) = (r1module.Robot, r1module.RobotServer, r2module.Robot, r2module.RobotServer) # Testing
	random_seed = int(sys.argv[3]) if len(sys.argv) > 3 else None
	# random seeds 1,2,3,4 are already interesting use cases
	
	# Init graphics
	pygame.init()
	window = pygame.display.set_mode((1060, 760)) # This is the size of the field + contestant area. (5300 x 3800)
	pygame.display.set_caption('Robotex 2011 Simulator') 
	screen = pygame.display.get_surface() 

	# Init world. 
	world = World(screen)

	# Add 11 balls (coordinates are world-coords)
	# Make sure the balls are added symmetrically. That means the first ball goes in the center
	world.add_object(Ball(Point(world.width/2, world.height/2)))	
	for i in range(5):
		while True:
			xpos = random.uniform(10,world.width-10)
			ypos = random.uniform(10,world.height-10)
			# Make sure the positions do not get in the robot's starting corners ( 0..60px, i.e. 0..60px )
			if not ((xpos < 60 and ypos < 60) or (xpos > world.width - 60 and ypos > world.height - 60)):
				break
		world.add_object(Ball(Point(xpos, ypos)))
		world.add_object(Ball(Point(world.width-xpos, world.height-ypos)))
	
	# Create two robots
	robot1 = r1module.Robot(world, "Robot A", "TOPLEFT")
	robot2 = r2module.Robot(world, "Robot B", "BOTTOMRIGHT")
	world.add_object(robot1)
	world.add_object(robot2)
	
	# Start robot command servers
	r1module.RobotServer(robot1, 5000).serve()
	r2module.RobotServer(robot2, 5001).serve()
	
	# Do the simulation/drawing/event cycle
	last_sim = -1000
	last_draw = -1000
	while True:
		t = get_ticks()
		if (t - last_sim) > 1:
			# Simulate world (~1 iteration once every millisecond or so)
			# NB: This is kinda hard-coded into the logic currently,
			# i.e. World.simulate() and Ball.simulate() and anyone else is 
			# free to assume that a simulation step is 1ms. In particular,
			# the ball computes it's friction coefficient like that.
			world.simulate()
			last_sim = t
		
		if (t - last_draw) > 40:
			# Draw a frame once every 40 milliseconds or so (~25 fps)
			BACKGROUND_BLUE = (120,119,253)
			screen.fill(BACKGROUND_BLUE)
			world.draw(screen)
			pygame.display.flip()
			last_draw = t
		
		# Process input
		input(pygame.event.get())