def _find_movements_to_command_panel_zone(self, robot_pose: RobotPose):
        path = self._path_service.find_path_to_command_panel_zone(
            robot_pose.get_position())
        GameState.get_instance().set_current_planned_trajectory(path)

        return self._movement_factory.create_movements(
            path, robot_pose.get_orientation_in_degree())
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    def find_movements_to_goal(self, robot_pose: RobotPose, goal_position):
        if FIND_MOVEMENTS_FOR_REAL:
            path = self._path_service.find_path(
                robot_pose.get_position() + Position(140, 0),
                goal_position,
            )

            return MovementFactory().create_movements(
                path, robot_pose.get_orientation_in_degree())
        else:
            # TODO return hardcoded movements
            pass
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    def _go_to_starting_zone_center(self, first_movement=False):
        # TODO Maybe get this out of here to now look clanky at the beginning of the stage
        self._rotation_service.rotate(CardinalOrientation.EAST.value)
        robot_pose = self._find_robot_pose()
        if first_movement:
            pos_x = robot_pose.get_position().get_x_coordinate()
            pos_y = robot_pose.get_position().get_y_coordinate() + 20
            robot_pose = RobotPose(
                Position(pos_x, pos_y), robot_pose.get_orientation_in_degree()
            )

        movements_to_starting_zone = self._find_movements_to_starting_zone(robot_pose)
        self._move_robot(movements_to_starting_zone)
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    def find_movements_to_puck_zone(self, robot_pose: RobotPose):
        path = self._path_service.find_path_to_puck_zone_center(
            robot_pose.get_position())

        return MovementFactory().create_movements(
            path, robot_pose.get_orientation_in_degree())