def start(): global myMap,q,mapThread#,pygameThread q = False mapThread = threading.Thread(target=goMapping) #pygameThread = threading.Thread(target=goPygame) ct.initialize() v.initialize() mapThread.start() #pygameThread.start() ct.setWallFollowControl()
def main(freq = 100.0): global nBalls nBalls = 0 v.initialize() ct.initialize() startMapping() endTime = time.time()+3*60 while endTime > time.time(): startTime = time.time() if len(getBalls()) > 0: ballGoAndRotate(endTime) elif len(getWalls()) > 0 and (nBalls >= 3 or (nBalls >= 1 and endTime-time.time() <= 30)): scoreGo(endTime) else: ct.setWallFollowControl() time.sleep(max(0,1.0/freq - (time.time()-startTime)))
def goSim(freq=50.0): global myMap,q,mapThread#,pygameThread q = False mapThread = threading.Thread(target=goMapping) #pygameThread = threading.Thread(target=goPygame) v.initialize() ct.initialize() mapThread.start() #pygameThread.start() FOLLOW = 0 GRAB = 1 APPROACH_ORIENT = 2 APPROACH_GO = 3 SPIN = 4 spinDuration = 5.0 spinStart = time.time() state = FOLLOW ct.setWallFollowControl() startTime = time.time() while not q and ((time.time()-startTime) <= 3*60): start = time.time() pose = ct.getPose() myMap.setConfigSpace() balls = [x for x in v.getAreas()if v.isBall(x) and canDrive(pose,getPoint(pose,v.getAreaAngle(x,pose),driveDistance))] knownBalls = [] for b in balls: bc = v.getBallCoords(b,pose) if bc is not None and canDrive(pose, bc): knownBalls.append(bc) if state == FOLLOW: if len(knownBalls) != 0: state = GRAB print "Heading to grab ball" ct.setWayPointControl() ct.addWayPoints([[a[0],a[1],0,False] for a in knownBalls]) elif len(balls) != 0: state = APPROACH_ORIENT print "Going towards ball 0" ct.setWayPointControl() ct.addWayPoints([[pose[0],pose[1],v.getAreaAngle(balls[0],pose),True]]) elif state == GRAB: if ct.waitingForCommand(): if len(knownBalls) != 0: ct.addWayPoints([[a[0],a[1],0,False] for a in knownBalls]) else: ct.setBasicControl(angular=3.0) state = SPIN spinStart = time.time() elif state == APPROACH_ORIENT: if ct.waitingForCommand(): state = APPROACH_GO ct.setBasicControl(forward=3.0) elif state == APPROACH_GO: if len(knownBalls) != 0: state = GRAB print "Heading to grab ball" ct.setWayPointControl() ct.addWayPoints([[a[0],a[1],0,False] for a in knownBalls]) elif not ct.movingForward(): state = FOLLOW ct.setWallFollowControl() elif state == SPIN: if len(knownBalls) != 0: state = GRAB ct.setWayPointControl() ct.addWayPoints([[a[0],a[1],0,False] for a in knownBalls]) elif len(balls) != 0: state = APPROACH_ORIENT ct.setWayPointControl() ct.addWayPoints([[pose[0],pose[1],v.getAreaAngle(balls[0],pose),True]]) elif time.time()-spinStart >= spinDuration: ct.setWallFollowControl() state = FOLLOW time.sleep(max(0,1.0/freq - (time.time()-start))) cleanQuit('','')