def __init__(self, robot, area, name):
        """ Constructor
        :param robot: robot object
        :param area: (str) if a waypoint "<area>_waypoint" is present in the world model, the robot will navigate
        to this waypoint. Else, it will navigate to the room called "<area>"
        :param name: (str) Name of the person to look for
        """
        smach.StateMachine.__init__(self, outcomes=["found", "not_found"])

        waypoint_designator = ds.EntityByIdDesignator(robot=robot,
                                                      id=area + "_waypoint")
        room_designator = ds.EntityByIdDesignator(robot=robot, id=area)

        with self:
            smach.StateMachine.add("DECIDE_NAVIGATE_STATE",
                                   _DecideNavigateState(
                                       robot=robot,
                                       waypoint_designator=waypoint_designator,
                                       room_designator=room_designator),
                                   transitions={
                                       "waypoint": "NAVIGATE_TO_WAYPOINT",
                                       "room": "NAVIGATE_TO_ROOM",
                                       "none": "not_found"
                                   })

            smach.StateMachine.add("NAVIGATE_TO_WAYPOINT",
                                   states.NavigateToWaypoint(
                                       robot=robot,
                                       waypoint_designator=waypoint_designator,
                                       radius=0.15),
                                   transitions={
                                       "arrived": "FIND_PERSON",
                                       "unreachable": "not_found",
                                       "goal_not_defined": "not_found"
                                   })

            smach.StateMachine.add("NAVIGATE_TO_ROOM",
                                   states.NavigateToRoom(
                                       robot=robot,
                                       entity_designator_room=room_designator),
                                   transitions={
                                       "arrived": "FIND_PERSON",
                                       "unreachable": "not_found",
                                       "goal_not_defined": "not_found"
                                   })

            # Wait for the operator to appear and detect what he's pointing at
            smach.StateMachine.add("FIND_PERSON",
                                   FindPerson(robot=robot, person_label=name),
                                   transitions={
                                       "found": "found",
                                       "failed": "not_found"
                                   })
    def __init__(self, robot, room, found_people_designator,
                 look_range=(-np.pi/2, np.pi/2),
                 look_steps=8):
        """
        Constructor

        :param robot: robot object
        :param area: (str) if a waypoint "<area>_waypoint" is present in the world model, the robot will navigate
            to this waypoint. Else, it will navigate to the room called "<area>"
        :param name: (str) Name of the person to look for
        :param discard_other_labels: (bool) Whether or not to discard faces based on label
        :param found_person_designator: (Designator) A designator that will resolve to the found object
        """
        smach.StateMachine.__init__(self, outcomes=["found", "not_found"])

        waypoint_designator = ds.EntityByIdDesignator(robot=robot, id=room + "_waypoint")
        room_designator = ds.EntityByIdDesignator(robot=robot, id=room)
        ds.check_type(found_people_designator, [Entity])
        ds.is_writeable(found_people_designator)

        with self:
            smach.StateMachine.add("DECIDE_NAVIGATE_STATE",
                                   _DecideNavigateState(robot=robot, waypoint_designator=waypoint_designator,
                                                        room_designator=room_designator),
                                   transitions={"waypoint": "NAVIGATE_TO_WAYPOINT",
                                                "room": "NAVIGATE_TO_ROOM",
                                                "none": "not_found"})

            smach.StateMachine.add("NAVIGATE_TO_WAYPOINT",
                                   states.NavigateToWaypoint(robot=robot,
                                                             waypoint_designator=waypoint_designator, radius=0.15),
                                   transitions={"arrived": "FIND_PEOPLE",
                                                "unreachable": "not_found",
                                                "goal_not_defined": "not_found"})

            smach.StateMachine.add("NAVIGATE_TO_ROOM", states.NavigateToRoom(robot=robot,
                                                                             entity_designator_room=room_designator),
                                   transitions={"arrived": "FIND_PEOPLE",
                                                "unreachable": "not_found",
                                                "goal_not_defined": "not_found"})

            # Wait for the operator to appear and detect what he's pointing at
            smach.StateMachine.add("FIND_PEOPLE",
                                   FindPeople(robot=robot,
                                              query_entity_designator=room_designator,
                                              found_people_designator=found_people_designator,
                                              speak=True,
                                              look_range=look_range,
                                              look_steps=look_steps),
                                   transitions={"found": "found",
                                                "failed": "not_found"})
Esempio n. 3
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    def __init__(self, robot, object_category_des, room_des):
        smach.StateMachine.__init__(self, outcomes=["done", "failed"])

        room_id_des = ds.AttrDesignator(room_des, "id", resolve_type=str)

        with self:
            smach.StateMachine.add("LOOK_INTO_ROOM", robot_smach_states.NavigateToRoom(robot, room_des, room_des),
                                   transitions={"arrived": "SAY_COME_TO_ME",
                                                "unreachable": "SAY_COME_TO_ME",
                                                "goal_not_defined": "SAY_COME_TO_ME"})

            smach.StateMachine.add("SAY_COME_TO_ME", robot_smach_states.Say(robot,
                                                                            "Operator, please come to me in the {room}",
                                                                            room=room_id_des, block=True),
                                   transitions={"spoken": "WAIT_FOR_OPERATOR"})

            smach.StateMachine.add("WAIT_FOR_OPERATOR", robot_smach_states.WaitTime(4),
                                   transitions={"waited": "ASK_WHICH_CATERGORY",
                                                "preempted": "ASK_WHICH_CATERGORY"})

            smach.StateMachine.add("ASK_WHICH_CATERGORY", AskWhichCategory(robot,
                ds.Designator(challenge_knowledge.category_grammar),
                                                                           object_category_des),
                                   transitions={"done": "done"})
Esempio n. 4
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    def __init__(self, robot):
        # type: (Robot) -> str
        """
        Initialization method

        :param robot: robot api object
        """

        smach.StateMachine.__init__(self, outcomes=["succeeded", "failed", "aborted"])

        # Designators
        bar_designator = ds.EdEntityDesignator(robot=robot, id=challenge_knowledge.bar_id, name='bar_des')
        room_designator = ds.EdEntityDesignator(robot=robot, id=challenge_knowledge.room_id, name='room_des')

        objects_list_des = ds.VariableDesignator(resolve_type=[ClassificationResult], name='objects_list_des')
        unav_drink_des = ds.VariableDesignator(resolve_type=str, name='unav_drink_str_des')

        hacky_arm_des = ds.VariableDesignator(initial_value=robot.get_arm(), name='hacky_arm')

        with self:
            smach.StateMachine.add("INITIALIZE",
                                   states.Initialize(robot=robot),
                                   transitions={"initialized": "INITIAL_POSE",
                                                "abort": "aborted"})

            smach.StateMachine.add("INITIAL_POSE",
                                   states.SetInitialPose(robot,
                                                         challenge_knowledge.starting_point),
                                   transitions={"done": "INSPECT_BAR",
                                                "preempted": "aborted",
                                                "error": "INSPECT_BAR"})

            # Inspect bar and store the list of available drinks
            smach.StateMachine.add("INSPECT_BAR",
                                   states.Inspect(robot=robot,
                                                  entityDes=bar_designator,
                                                  navigation_area="in_front_of",
                                                  objectIDsDes=objects_list_des),
                                   transitions={"done": "INSPECT_FALLBACK", #TODO: Change to CHECK_INSPECT_RESULT after RWC2019
                                                "failed": "INSPECT_FALLBACK"})

            smach.StateMachine.add("CHECK_INSPECT_RESULT",
                                   CheckInspect(objects_list_des,
                                                [ClassificationResult]),
                                   transitions={"true": "IDENTIFY_UNAVAILABLE_DRINK",
                                                "false": "INSPECT_FALLBACK"})

            smach.StateMachine.add("IDENTIFY_UNAVAILABLE_DRINK",
                                   IdentifyUnavailableDrinkFromRecognitions(objects=common_knowledge.objects,
                                                                            classification_list_designator=objects_list_des,
                                                                            unavailable_drink_designator=unav_drink_des.writeable,
                                                                            max_unavailable_drinks=challenge_knowledge.MAX_UNAVAILABLE_DRINKS),
                                   transitions={"done": "NAVIGATE_TO_ROOM",
                                                "failed": "INSPECT_FALLBACK"})

            # Inspect fallback - ask the bartender which drink is unavailable and store the unavailable drink
            smach.StateMachine.add("INSPECT_FALLBACK",
                                   AskAvailability(robot=robot,
                                                   unavailable_drink_designator=unav_drink_des.writeable,
                                                   objects=common_knowledge.objects),
                                   transitions={"succeeded": "RESET_ROBOT",
                                                "failed": "RESET_ROBOT"})

            smach.StateMachine.add("RESET_ROBOT",
                                   states.ArmToJointConfig(robot=robot,
                                                           arm_designator=hacky_arm_des,
                                                           configuration="reset"),
                                   transitions={'succeeded': "NAVIGATE_TO_ROOM",
                                                'failed': "NAVIGATE_TO_ROOM"})

            # Navigate to the predefined room
            smach.StateMachine.add("NAVIGATE_TO_ROOM",
                                   states.NavigateToRoom(robot=robot, entity_designator_room=room_designator),
                                   transitions={"arrived": "SAY_HI",
                                                "unreachable": "SAY_HI",
                                                "goal_not_defined": "aborted"})

            smach.StateMachine.add("SAY_HI",
                                   states.Say(robot, "Hi, I am {}. I'll be your waiter today".format(robot.robot_name)),
                                   transitions={"spoken": "SERVE_DRINK_1"})

            # Explicitly add a new state for each drink, i.e., don't use a range iterator to make sure a new state
            # is constructed every time
            for idx in range(1, challenge_knowledge.NR_DRINKS + 1):
                next_state = "SERVE_DRINK_{}".format(idx + 1) if idx < challenge_knowledge.NR_DRINKS else "SAY_DONE"

                smach.StateMachine.add("SERVE_DRINK_{}".format(idx),
                                       ServeOneDrink(robot=robot,
                                                     bar_designator=bar_designator,
                                                     room_id=challenge_knowledge.room_id,
                                                     room_designator=room_designator,
                                                     objects_list_des=objects_list_des,
                                                     unav_drink_des=unav_drink_des,
                                                     name_options=common_knowledge.names,
                                                     objects=common_knowledge.objects),
                                       transitions={"succeeded": next_state,
                                                    "failed": next_state,
                                                    "aborted": next_state})

            smach.StateMachine.add("SAY_DONE",
                                   states.Say(robot, "My job here is done. Enjoy your day and see you next time"),
                                   transitions={"spoken": "succeeded"})
Esempio n. 5
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    def __init__(self, robot, bar_designator, room_id, room_designator,
                 objects_list_des, unav_drink_des, name_options, objects):
        """
        Initialization method

        :param robot: robot api object
        :param bar_designator: (EntityDesignator) in which the bar location is stored
        :param room_id: room ID from challenge knowledge
        :param room_designator: (EntityDesignator) in which the room location is stored
        :param objects_list_des: (VariableDesignator) in which the available drinks are stored
        :param unav_drink_des: (VariableDesignator) in which the unavailable drink is stored
        :param name_options: Names from common knowledge
        :param objects: Objects from common knowledge
        """

        smach.StateMachine.__init__(self, outcomes=["succeeded", "failed", "aborted"])

        # Designators
        arm_designator = ds.UnoccupiedArmDesignator(robot=robot,
                                                    arm_properties={},
                                                    name='arm_des').lockable()

        drink_str_designator = ds.VariableDesignator(resolve_type=str, name='drink_str_des')
        drink_designator = ds.EdEntityDesignator(robot=robot, type_designator=drink_str_designator, name='drink_des')

        operator_name = ds.VariableDesignator(resolve_type=str, name='name_des')
        operator_designator = ds.VariableDesignator(resolve_type=Entity, name='operator_des')
        learn_check_designator = ds.VariableDesignator(initial_value=True, resolve_type=bool, name='learn_check_des')
        hacky_arm_des = ds.VariableDesignator(initial_value=robot.get_arm(), name='hacky_arm_2')

        with self:

            # Lock the arm_designator
            smach.StateMachine.add("LOCK_ARM",
                                   states.LockDesignator(arm_designator),
                                   transitions={'locked': "GET_ORDER"})

            # Get order
            smach.StateMachine.add("GET_ORDER",
                                   GetOrder(robot=robot,
                                            operator_name=operator_name,
                                            drink_designator=drink_str_designator,
                                            available_drinks_designator=objects_list_des,
                                            unavailable_drink_designator=unav_drink_des,
                                            name_options=name_options,
                                            objects=objects,
                                            learn_check_designator=learn_check_designator.writeable,
                                            target_room_designator=room_designator),
                                   transitions={"succeeded": "INSPECT_BAR",
                                                "failed": "failed",
                                                "aborted": "aborted"})

            # Inspect bar
            smach.StateMachine.add("INSPECT_BAR",
                                   states.Inspect(robot=robot, entityDes=bar_designator, navigation_area="in_front_of"),
                                   transitions={"done": "GRASP_DRINK",
                                                "failed": "FALLBACK_BAR"})

            # Grasp drink
            smach.StateMachine.add("GRASP_DRINK",
                                   states.Grab(robot=robot, item=drink_designator, arm=arm_designator),
                                   transitions={"done": "FIND_OPERATOR",
                                                "failed": "FALLBACK_BAR"})

            # Inspect or grasp fallback - ask for assistance
            smach.StateMachine.add("FALLBACK_BAR",
                                   states.Say(robot=robot,
                                              sentence=DescriptionStrDesignator("fallback_bar", drink_str_designator,
                                                                                operator_name),
                                              look_at_standing_person=True),
                                   transitions={"spoken": "HANDOVER_FROM_HUMAN"})

            # Handover from human fallback
            smach.StateMachine.add("HANDOVER_FROM_HUMAN",
                                   states.HandoverFromHuman(robot=robot, arm_designator=arm_designator,
                                                            grabbed_entity_designator=drink_designator),
                                   transitions={"succeeded": "RESET_ROBOT_2",
                                                "failed": "RESET_ROBOT_2",
                                                "timeout": "RESET_ROBOT_2"})

            smach.StateMachine.add("RESET_ROBOT_2",
                                   states.ArmToJointConfig(robot=robot,
                                                           arm_designator=hacky_arm_des,
                                                           configuration="reset"),
                                   transitions={'succeeded': "CHECK_LEARN_OPERATOR",
                                                'failed': "CHECK_LEARN_OPERATOR"})

            smach.StateMachine.add("CHECK_LEARN_OPERATOR",
                                   states.CheckBool(learn_check_designator),
                                   transitions={"true": "FIND_OPERATOR",
                                                "false": "GO_TO_ROOM"})

            smach.StateMachine.add("GO_TO_ROOM",
                                   states.NavigateToRoom(robot=robot,
                                                         entity_designator_room=room_designator),
                                   transitions={"arrived": "SAY_NOT_FOUND",
                                                "unreachable": "failed",
                                                "goal_not_defined": "aborted"})
            # Find operator
            smach.StateMachine.add("FIND_OPERATOR",
                                   states.FindPersonInRoom(robot=robot,
                                                           area=room_id,
                                                           name=operator_name,
                                                           discard_other_labels=True,
                                                           found_entity_designator=operator_designator.writeable),
                                   transitions={"found": "GOTO_OPERATOR",
                                                "not_found": "SAY_NOT_FOUND"})

            # Move to this person
            smach.StateMachine.add("GOTO_OPERATOR",
                                   states.NavigateToObserve(robot=robot,
                                                            entity_designator=operator_designator),
                                   transitions={"arrived": "SAY_THE_NAME",
                                                "unreachable": "SAY_NOT_FOUND",
                                                "goal_not_defined": "SAY_NOT_FOUND"})

            # Say not found
            smach.StateMachine.add("SAY_NOT_FOUND",
                                   states.Say(robot=robot,
                                              sentence=DescriptionStrDesignator("not_found_operator",
                                                                                drink_str_designator,
                                                                                operator_name),
                                              look_at_standing_person=True),
                                   transitions={"spoken": "RISE_FOR_HMI_2"})

            # Say the name
            smach.StateMachine.add("SAY_THE_NAME",
                                   states.Say(robot=robot,
                                              sentence=DescriptionStrDesignator("found_operator",
                                                                                drink_str_designator,
                                                                                operator_name),
                                              look_at_standing_person=True),
                                   transitions={"spoken": "RISE_FOR_HMI_2"})

            smach.StateMachine.add("RISE_FOR_HMI_2",
                                   states.RiseForHMI(robot=robot),
                                   transitions={"succeeded": "HAND_OVER",
                                                "failed": "HAND_OVER"})

            # Hand over the drink to the operator
            smach.StateMachine.add("HAND_OVER",
                                   states.HandoverToHuman(robot=robot,
                                                          arm_designator=arm_designator),
                                   transitions={"succeeded": "UNLOCK_ARM",
                                                "failed": "UNLOCK_ARM"})

            smach.StateMachine.add("UNLOCK_ARM",
                                   states.UnlockDesignator(arm_designator),
                                   transitions={'unlocked': "RESET_ROBOT_3"})

            smach.StateMachine.add("RESET_ROBOT_3",
                                   states.ArmToJointConfig(robot=robot,
                                                           arm_designator=hacky_arm_des,
                                                           configuration="reset"),
                                   transitions={'succeeded': "RETURN_TO_ROOM",
                                                'failed': "RETURN_TO_ROOM"})

            smach.StateMachine.add("RETURN_TO_ROOM",
                                   states.NavigateToRoom(robot=robot,
                                                         entity_designator_room=room_designator),
                                   transitions={"arrived": "succeeded",
                                                "unreachable": "failed",
                                                "goal_not_defined": "aborted"})