def tick(self, forward, left, heading, _):

        forward, left, heading, needsClamping = limitWalk(
            forward, left, heading)
        self.world.b_request.needsClamping = needsClamping
        self.world.b_request.actions.body = actioncommand.walk(
            forward, left, heading)
Exemple #2
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def applyWalk(forward, left, turn, urgency):
    # print("forward: %.0f left: %.0f turn: %.2f" %(forward, left, turn))
    if urgency == 100:  # this is for circle strafe to not get affected by hardcoded urgency
        urgency = 1
    else:
        urgency = min(
            0.5, urgency
        )  # use 0 speed in lab environment, comment out for competition
    return actioncommand.walk(forward, left, turn, speed=urgency)
Exemple #3
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 def tick(self):
     self.world.b_request.actions.body = actioncommand.walk(turn = 1)
Exemple #4
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 def tick(self):
     self.world.b_request.actions.body = actioncommand.walk(forward = 200)
 def walk(self):
     request = self.world.b_request
     request.actions.body = actioncommand.walk(turn=Global.ballHeading())
     LedOverride.override(LedOverride.leftEye, Constants.LEDColour.red)
     self.isActive = False
Exemple #6
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 def tick(self):
     request = self.world.b_request
     request.actions.body = actioncommand.walk(0, 0, 100)
Exemple #7
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 def tick(self):
     request = self.world.b_request
     request.actions.body = actioncommand.walk(-500, 500, HALF_TURN)
    def tick(self, forward, left, _, facingTurn):

        forward, left, facingTurn, _ = limitWalk(forward, left, facingTurn)
        self.world.b_request.actions.body = actioncommand.walk(
            forward, left, facingTurn)
 def walk(self):
     self.world.b_request.actions.body = actioncommand.walk(
         turn=Global.ballHeading())
     self.isActive = False
   def tick(self, forward, left, _, facingTurn):

      forward, left, facingTurn, _ = limitWalk(forward, left, facingTurn)
      self.world.b_request.actions.body = actioncommand.walk(forward, left, facingTurn)
   def tick(self, forward, left, heading, _):

      forward, left, heading, needsClamping = limitWalk(0, 0, heading)
      self.world.b_request.needsClamping = needsClamping
      self.world.b_request.actions.body = actioncommand.walk(0, 0, heading)
 def walk(self):
     self.world.b_request.actions.body = actioncommand.walk(turn=Global.ballHeading())
     self.isActive = False
Exemple #13
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 def tick(self):
     self.world.b_request.actions.body = actioncommand.walk(0, -500, 0)
Exemple #14
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 def tick(self):
     self.world.b_request.actions.body = actioncommand.walk(
         500, 0, HALF_TURN)