Exemplo n.º 1
0
 def __init__(self, sim = False):
   super(Core, self).__init__(sim)
   StateMachine.__init__(self)
   self.CC  = Chase()
   self.BC  = Behavior()
   self.block = 0
   dsrv = DynamicReconfigureServer(PassingConfig, self.Callback)
Exemplo n.º 2
0
 def __init__(self, robot_num, sim=False):
     super(Core, self).__init__(robot_num, sim)
     StateMachine.__init__(self)
     self.CC = Chase()
     self.AC = Attack()
     self.BC = Behavior()
     self.sim = sim
Exemplo n.º 3
0
 def __init__(self, sim=False):
     super(Core, self).__init__(sim)
     StateMachine.__init__(self)
     self.CC = Chase()
     self.AC = Attack()
     self.BC = Behavior()
     self.left_ang = 0
     self.dest_angle = 0
     dsrv = DynamicReconfigureServer(RobotConfig, self.Callback)
Exemplo n.º 4
0
 def __init__(self, robot_num, sim = False):
   super(Core, self).__init__(robot_num, sim)
   StateMachine.__init__(self)
   self.CC  = Chase()
   self.AC  = Attack()
   self.BC  = Behavior()
   self.goal_dis = 0
   self.tStart = time.time()
   self.block = 0
   dsrv = DynamicReconfigureServer(RobotConfig, self.Callback)
Exemplo n.º 5
0
class Core(Robot, StateMachine):
    def __init__(self, robot_num, sim=False):
        self.CC = Chase()
        self.AC = Attack()
        self.sim = sim
        super(Core, self).__init__(robot_num, sim)
        StateMachine.__init__(self)

    idle = State('Idle', initial=True)
    chase = State('Chase')
    attack = State('Attack')
    shoot = State('Shoot')

    toChase = idle.to(chase) | attack.to(chase) | chase.to.itself()
    toIdle = chase.to(idle) | attack.to(idle)
    toAttack = chase.to(attack) | attack.to.itself() | shoot.to(attack)
    toShoot = attack.to(shoot)

    def on_toChase(self, t, side):
        o = self.CC.ClassicRounding(t[side]['ang'],\
                                    t['ball']['dis'],\
                                    t['ball']['ang'])
        self.RobotCtrl(o['v_x'], o['v_y'], o['v_yaw'])

        if self.RobotBallHandle():
            self.toAttack(t, side)
        else:
            pass

    def on_toIdle(self):
        log("To Idle")

    def on_toAttack(self, t, side):
        o = self.AC.ClassicAttacking(t[side]['dis'], t[side]['ang'])
        self.RobotCtrl(o['v_x'], o['v_y'], o['v_yaw'])

    def on_toShoot(self, power, pos):
        if self.RobotBallHandle():
            self.RobotShoot(power, pos)
        else:
            print("NOT YET")

    def PubCurrentState(self):
        self.RobotStatePub(self.current_state.identifier)

    def CheckBallHandle(self):
        return self.RobotBallHandle()
Exemplo n.º 6
0
 def __init__(self, sim=False):
     super(MyStateMachine, self).__init__(sim)
     StateMachine.__init__(self)
     self.CC = Chase()
     self.AC = Attack()
     dsrv = DynamicReconfigureServer(RobotConfig, self.Callback)
Exemplo n.º 7
0
class MyStateMachine(Robot, StateMachine):
    def __init__(self, sim=False):
        super(MyStateMachine, self).__init__(sim)
        StateMachine.__init__(self)
        self.CC = Chase()
        self.AC = Attack()
        dsrv = DynamicReconfigureServer(RobotConfig, self.Callback)

    def Callback(self, config, level):
        self.game_start = config['game_start']
        self.test = config['test']
        self.our_side = config['our_side']
        self.opp_side = 'Blue' if self.our_side == 'Yellow' else 'Yellow'
        self.maximum_v = config['maximum_v']
        self.minimum_v = config['minimum_v']
        self.atk_shoot_ang = config['atk_shoot_ang']
        self.atk_shoot_dis = config['atk_shoot_dis']

        self.ChangeVelocityRange(config['minimum_v'], config['maximum_v'])
        self.ChangeAngularVelocityRange(config['minimum_w'],
                                        config['maximum_w'])
        self.ChangeBallhandleCondition(config['ballhandle_dis'],
                                       config['ballhandle_ang'])

        return config

    idle = State('Idle', initial=True)
    chase = State('Chase')
    attack = State('Attack')
    shoot = State('Shoot')

    toIdle = chase.to(idle) | attack.to(idle) | shoot.to(
        idle) | idle.to.itself()
    toChase = idle.to(chase) | attack.to(chase) | chase.to.itself()
    toAttack = attack.to.itself() | shoot.to(attack) | chase.to(attack)
    toShoot = attack.to(shoot) | idle.to(shoot)

    def on_toIdle(self):
        self.MotionCtrl(0, 0, 0)

    def on_toChase(self, method="Classic"):
        t = self.GetObjectInfo()
        side = self.opp_side
        if method == "Classic":
            x, y, yaw = self.CC.StraightForward(\
                                                t['ball']['dis'],\
                                                t['ball']['ang'])
        self.MotionCtrl(x, y, yaw)

    def on_toAttack(self, method="Classic"):

        t = self.GetObjectInfo()
        side = self.opp_side
        if method == "Classic":
            x, y, yaw = self.AC.ClassicAttacking(t[side]['dis'],
                                                 t[side]['ang'])

        self.MotionCtrl(x, y, yaw)

    def on_toShoot(self, power, pos=1):
        self.RobotShoot(power, pos)

    def CheckBallHandle(self):
        if self.RobotBallHandle():
            ## Back to normal from Accelerator
            self.ChangeVelocityRange(self.minimum_v, self.maximum_v)
            self.last_ball_dis = 0

        return self.RobotBallHandle()
Exemplo n.º 8
0
class Core(Robot, StateMachine):

  idle   = State('Idle', initial = True)
  chase  = State('Chase')
  attack = State('Attack')
  shoot  = State('Shoot')
  point  = State('Point')
  movement = State('Movement')

  toIdle   = chase.to(idle) | attack.to(idle)  | movement.to(idle) | point.to(idle) | idle.to.itself()
  toChase  = idle.to(chase) | attack.to(chase) | chase.to.itself() | movement.to(chase) | point.to(chase)
  toAttack = chase.to(attack) | attack.to.itself() | shoot.to(attack) | movement.to(attack)
  toShoot  = attack.to(shoot)
  toMovement = chase.to(movement) | movement.to.itself()
  toPoint  = point.to.itself() | idle.to(point)

  def Callback(self, config, level):
    self.game_start = config['game_start']
    self.game_state = config['game_state']
    self.run_point  = config['run_point']
    self.our_side   = config['our_side']
    self.opp_side   = 'Blue' if self.our_side == 'Yellow' else 'Yellow'
    self.run_x      = config['run_x']
    self.run_y      = config['run_y']
    self.run_yaw    = config['run_yaw']
    self.strategy_mode = config['strategy_mode']
    self.maximum_v = config['maximum_v']

    self.ChangeVelocityRange(config['minimum_v'], config['maximum_v'])
    self.ChangeAngularVelocityRange(config['minimum_w'], config['maximum_w'])
    self.ChangeBallhandleCondition(config['ballhandle_dis'], config['ballhandle_ang'])

    return config

  def __init__(self, robot_num, sim = False):
    super(Core, self).__init__(robot_num, sim)
    StateMachine.__init__(self)
    self.CC  = Chase()
    self.AC  = Attack()
    self.BC  = Behavior()
    self.goal_dis = 0
    self.tStart = time.time()
    self.block = 0
    dsrv = DynamicReconfigureServer(RobotConfig, self.Callback)

  def on_toIdle(self):
    self.goal_dis = 0
    for i in range(0, 10):
        self.MotionCtrl(0,0,0)
    log("To Idle1")

  def on_toChase(self, method = "Classic"):
    t = self.GetObjectInfo()
    side = self.opp_side
    if method == "Classic":
      x, y, yaw = self.CC.ClassicRounding(t[side]['ang'],\
                                          t['ball']['dis'],\
                                          t['ball']['ang'])
    elif method == "Straight":
      x, y, yaw = self.CC.StraightForward(t['ball']['dis'], t['ball']['ang'])

  def on_toAttack(self, t, side ,l,a):
    x, y, yaw = self.AC.ClassicAttacking(t[side]['dis'], t[side]['ang'], l['ranges'], l['angle']['increment'],a)
    # self.Accelerate(1, t, 80)
    self.MotionCtrl(x, y, yaw)
    log('attack')

  def on_toAttack(self, method = "Classic"):
    t = self.GetObjectInfo()
    side = self.opp_side
    if method == "Classic":
      x, y, yaw = self.AC.ClassicAttacking(t[side]['dis'], t[side]['ang'])
      self.MotionCtrl(x, y, yaw)
    # elif method == "Cross_Over":
    #   x, y, yaw, _ = self.AC.cross_over(t, side, run)
    #   self.MotionCtrl(x, y, yaw)

  def on_toShoot(self, power, pos = 1):
    self.RobotShoot(power, pos)

  def on_toMovement(self, method):
    t = self.GetObjectInfo()
    side = self.opp_side
    if method == "Orbit":
      x, y, yaw = self.BC.Orbit(t[side]['ang'])
    self.MotionCtrl(x, y, yaw, True)

  def on_toPoint(self):
    if self.game_state == "Kick_Off" and self.our_side == "Yellow" :
      x, y, yaw, arrived = self.BC.Go2Point(-60, 0, 0)
    elif self.game_state == "Kick_Off" and self.our_side == "Blue" :
      x, y, yaw, arrived = self.BC.Go2Point(60, 0, 180)
    elif self.game_state == "Free_Kick" :
      x, y, yaw, arrived = self.BC.Go2Point(100, 100, 90)
    elif self.game_state == "Free_Ball" :
      x, y, yaw, arrived = self.BC.Go2Point(-100, -100, 180)
    elif self.game_state == "Throw_In" :
      x, y, yaw, arrived = self.BC.Go2Point(-100, -100, 270)
    elif self.game_state == "Coner_Kick":
      x, y, yaw, arrived = self.BC.Go2Point(300, 200, 45)
    elif self.game_state == "Penalty_Kick" :
      x, y, yaw, arrived = self.BC.Go2Point(-100, 100, 135)
    elif self.game_state == "Run_Specific_Point" :
      x, y, yaw, arrived = self.BC.Go2Point(self.run_x, self.run_y, self.run_yaw)
    else:
      log("Unknown Game State")

    self.MotionCtrl(x, y, yaw)
    return arrived

  def PubCurrentState(self):
    self.RobotStatePub(self.current_state.identifier)

  def CheckBallHandle(self):
    return self.RobotBallHandle()

  def Calculate(self, ntime):
    return ntime - self.tStart

  def Accelerate(self, do, t, maximum_v = 100):
    if do :
      if self.goal_dis == 0:
        print('goal into')
        self.tStart = t['time']
      elif t['ball']['dis'] < self.goal_dis:
        self.tStart = t['time']
      elif t['ball']['dis'] >= self.goal_dis :
        a = self.Calculate(t['time'])  
        if a >= 0.8:    
          print('accelerating')
          self.ChangeVelocityRange(0, maximum_v)
      self.goal_dis = t['ball']['dis']
    else :
      self.ChangeVelocityRange(0, maximum_v)
      print('back to normal')
Exemplo n.º 9
0
class Core(Robot, StateMachine):
    def __init__(self, robot_num, sim=False):
        super(Core, self).__init__(robot_num, sim)
        StateMachine.__init__(self)
        self.CC = Chase()
        self.AC = Attack()
        self.BC = Behavior()
        self.sim = sim

    idle = State('Idle', initial=True)
    chase = State('Chase')
    attack = State('Attack')
    shoot = State('Shoot')
    orbit = State('Orbit')
    point = State('Point')

    toIdle = chase.to(idle) | attack.to(idle) | orbit.to(idle) | point.to(
        idle) | idle.to.itself()
    toChase = idle.to(chase) | attack.to(chase) | chase.to.itself() | orbit.to(
        chase) | point.to(chase)
    toAttack = chase.to(attack) | attack.to.itself() | shoot.to(
        attack) | orbit.to(attack)
    toShoot = attack.to(shoot)
    toOrbit = chase.to(orbit) | orbit.to.itself()
    toPoint = point.to.itself() | idle.to(point)

    def on_toIdle(self):
        for i in range(0, 10):
            self.MotionCtrl(0, 0, 0)
        log("To Idle1")

    def on_toChase(self, t, side, method="Classic"):
        if method == "Classic":
            x, y, yaw = self.CC.ClassicRounding(t[side]['ang'],\
                                                t['ball']['dis'],\
                                                t['ball']['ang'])
            self.MotionCtrl(x, y, yaw)
        elif method == "Straight":
            x, y, yaw = self.CC.StraightForward(t['ball']['dis'],
                                                t['ball']['ang'])
            self.MotionCtrl(x, y, yaw)

    def on_toAttack(self, t, side):
        x, y, yaw = self.AC.ClassicAttacking(t[side]['dis'], t[side]['ang'])
        self.MotionCtrl(x, y, yaw)

    def on_toShoot(self, power, pos):
        self.RobotShoot(power, pos)

    def on_toOrbit(self, t, side):
        x, y, yaw = self.CC.Orbit(t[side]['ang'])
        self.MotionCtrl(x, y, yaw, True)

    def on_toPoint(self, tx, ty, tyaw):
        x, y, yaw, remaining = self.BC.Go2Point(tx, ty, tyaw)
        self.MotionCtrl(x, y, yaw)
        return remaining

    def PubCurrentState(self):
        self.RobotStatePub(self.current_state.identifier)

    def CheckBallHandle(self):
        return self.RobotBallHandle()
Exemplo n.º 10
0
class Core(Robot, StateMachine):

    last_ball_dis = 0
    last_goal_dis = 0
    last_time = time.time()

    idle = State('Idle', initial=True)
    chase = State('Chase')
    attack = State('Attack')
    shoot = State('Shoot')
    point = State('Point')
    movement = State('Movement')

    toIdle = chase.to(idle) | attack.to(idle) | movement.to(idle) | point.to(
        idle) | shoot.to(idle) | idle.to.itself()
    toChase = idle.to(chase) | attack.to(
        chase) | chase.to.itself() | movement.to(chase) | point.to(chase)
    toAttack = attack.to.itself() | shoot.to(attack) | movement.to(
        attack) | chase.to(attack) | point.to(attack)
    toShoot = attack.to(shoot) | idle.to(shoot) | movement.to(shoot)
    toMovement = chase.to(movement) | movement.to.itself() | idle.to(
        movement) | point.to(movement)
    toPoint = point.to.itself() | idle.to(point) | movement.to(
        point) | chase.to(point)

    def Callback(self, config, level):
        self.game_start = config['game_start']
        self.game_state = config['game_state']
        self.chase_straight = config['chase_straight']
        self.run_point = config['run_point']
        self.our_side = config['our_side']
        self.opp_side = 'Blue' if self.our_side == 'Yellow' else 'Yellow'
        self.run_x = config['run_x']
        self.run_y = config['run_y']
        self.run_yaw = config['run_yaw']
        self.strategy_mode = config['strategy_mode']
        self.attack_mode = config['attack_mode']
        self.maximum_v = config['maximum_v']
        self.orb_attack_ang = config['orb_attack_ang']
        self.atk_shoot_ang = config['atk_shoot_ang']
        self.shooting_start = config['shooting_start']
        self.Change_Plan = config['Change_Plan']
        self.atk_shoot_dis = config['atk_shoot_dis']
        self.my_role = config['role']
        self.accelerate = config['Accelerate']
        self.ball_speed = config['ball_pwm']

        self.ChangeVelocityRange(config['minimum_v'], config['maximum_v'])
        self.ChangeAngularVelocityRange(config['minimum_w'],
                                        config['maximum_w'])
        self.ChangeBallhandleCondition(config['ballhandle_dis'],
                                       config['ballhandle_ang'])

        self.SetMyRole(self.my_role)

        return config

    def __init__(self, sim=False):
        super(Core, self).__init__(sim)
        StateMachine.__init__(self)
        self.CC = Chase()
        self.AC = Attack()
        self.BC = Behavior()
        self.left_ang = 0
        self.dest_angle = 0
        dsrv = DynamicReconfigureServer(RobotConfig, self.Callback)

    def on_toIdle(self):
        self.goal_dis = 0
        for i in range(0, 10):
            self.MotionCtrl(0, 0, 0)
        log("To Idle1")

    def on_toChase(self, method="Classic"):
        t = self.GetObjectInfo()
        side = self.opp_side
        if method == "Classic":
            x, y, yaw = self.CC.ClassicRounding(t[side]['ang'],\
                                                t['ball']['dis'],\
                                                t['ball']['ang'])
        elif method == "Straight":
            x, y, yaw = self.CC.StraightForward(t['ball']['dis'],
                                                t['ball']['ang'])

        elif method == "Defense":
            x, y, yaw = self.AC.Defense(t['ball']['dis'], t['ball']['ang'])
        if self.accelerate:
            self.Accelerator(80)
        if self.ball_speed:
            x = x + t['ball']['speed_pwm_x']
            y = y + t['ball']['speed_pwm_y']

        self.MotionCtrl(x, y, yaw)

    def on_toAttack(self, method="Classic"):
        t = self.GetObjectInfo()
        side = self.opp_side
        l = self.GetObstacleInfo()
        if method == "Classic":
            x, y, yaw = self.AC.ClassicAttacking(t[side]['dis'],
                                                 t[side]['ang'])
        elif method == "Cut":
            x, y, yaw = self.AC.Cut(t[side]['dis'], t[side]['ang'],
                                    self.run_yaw)
        elif method == "Post_up":
            if t[side]['dis'] < 50:
                t[side]['dis'] = 50
            x, y, yaw = self.AC.Post_up(t[side]['dis'],\
                                             t[side]['ang'],\
                                             l['ranges'],\
                                             l['angle']['increment'])
        elif method == "Orbit":
            x, y, yaw, arrived = self.BC.Orbit(t[side]['ang'])
            self.MotionCtrl(x, y, yaw, True)

        self.MotionCtrl(x, y, yaw)

    def on_toShoot(self, power, pos=1):
        self.RobotShoot(power, pos)

    def on_toMovement(self, method):
        t = self.GetObjectInfo()
        position = self.GetRobotInfo()
        side = self.opp_side
        ourside = self.our_side
        l = self.GetObstacleInfo()
        #log('move')
        if method == "Orbit":
            x, y, yaw, arrived = self.BC.Orbit(t[side]['ang'])
            self.MotionCtrl(x, y, yaw, True)

        elif method == "Relative_ball":
            x, y, yaw = self.BC.relative_ball(t[ourside]['dis'],\
                                                   t[ourside]['ang'],\
                                                   t['ball']['dis'],\
                                                   t['ball']['ang'])
            self.MotionCtrl(x, y, yaw)

        elif method == "Relative_goal":
            x, y, yaw = self.BC.relative_goal(t[ourside]['dis'],\
                                                   t[ourside]['ang'],\
                                                   t['ball']['dis'],\
                                                   t['ball']['ang'])
            self.MotionCtrl(x, y, yaw)

        elif method == "Penalty_Kick":
            x, y, yaw = self.BC.PenaltyTurning(side, self.run_yaw,
                                               self.dest_angle)
            self.left_ang = abs(yaw)
            self.MotionCtrl(x, y, yaw)

        elif method == "At_Post_up":
            x, y, yaw = self.BC.Post_up(t[side]['dis'],\
                                             t[side]['ang'],\
                                             l['ranges'],\
                                             l['angle']['increment'])

            self.MotionCtrl(x, y, yaw)

    def on_toPoint(self):
        t = self.GetObjectInfo()
        our_side = self.our_side
        opp_side = self.opp_side
        if self.run_yaw == 0:
            yaw = t[our_side]['ang']
        elif self.run_yaw == 180:
            yaw = t[opp_side]['ang']
        elif self.run_yaw == -180:
            yaw = t['ball']['ang']
        else:
            yaw = self.run_yaw
        x, y, yaw, arrived = self.BC.Go2Point(self.run_x, self.run_y, yaw)

        self.MotionCtrl(x, y, yaw)
        return arrived

    def PubCurrentState(self):
        self.RobotStatePub(self.current_state.identifier)

    def CheckBallHandle(self):
        if self.RobotBallHandle():
            ## Back to normal from Accelerator
            self.ChangeVelocityRange(0, self.maximum_v)
            Core.last_ball_dis = 0

        return self.RobotBallHandle()

    def Accelerator(self, exceed=100):
        t = self.GetObjectInfo()
        if Core.last_ball_dis == 0:
            Core.last_time = time.time()
            Core.last_ball_dis = t['ball']['dis']
        elif t['ball']['dis'] >= Core.last_ball_dis:
            if time.time() - Core.last_time >= 0.8:
                self.ChangeVelocityRange(0, exceed)
        else:
            Core.last_time = time.time()
            Core.last_ball_dis = t['ball']['dis']

    def change_plan(self):
        t = self.GetObjectInfo()
        opp_side = self.opp_side
        if Core.last_goal_dis == 0:
            Core.last_time = time.time()
            Core.last_goal_dis = t[opp_side]['dis']
        elif t[opp_side]['dis'] >= Core.last_goal_dis:
            if time.time() - Core.last_time >= 3:
                return True
        else:
            Core.last_time = time.time()
            Core.last_goal_dis = t[opp_side]['dis']
            return False

    def record_angle(self):
        position = self.GetRobotInfo()
        self.dest_angle = math.degrees(
            position['imu_3d']['yaw']) - self.run_yaw
Exemplo n.º 11
0
class Core(Robot, StateMachine):

  last_ball_dis = 0
  last_time     = time.time()

  idle   = State('Idle', initial = True)
  chase  = State('Chase')
  shoot  = State('Shoot')
  point  = State('Point')
  movement = State('Movement')
  aim    = State('Aim')

  toIdle   = chase.to(idle) |  movement.to(idle) | point.to(idle) | idle.to.itself() | shoot.to(idle)
  toChase  = idle.to(chase) |  chase.to.itself() | movement.to(chase) | point.to(chase)
  toShoot  = movement.to(shoot) | point.to(shoot) | aim.to(shoot)
  toMovement = chase.to(movement) | movement.to.itself() | point.to(movement)
  toPoint  = point.to.itself() | idle.to(point) | chase.to(point) | movement.to(point) | shoot.to(point)
  toAim    = point.to(aim) | aim.to.itself()

  def Callback(self, config, level):
    self.game_level = config['level']
    self.game_start = config['game_start']
    self.strategy_mode = config['strategy_mode']
    self.maximum_v = config['maximum_v']
    self.using_orbit = config['using_orbit']
    self.passing_power = config['passing_power']
    self.target_vision_red = config['target_vision_red']
    self.target_vision_yellow = config['target_vision_yellow']
    self.target_vision_blue = config['target_vision_blue']
    self.target_vision_white = config['target_vision_white']
    padding_ball = config['padding_ball']
    padding_target = config['padding_target']
    adjust_ball1_x = config['adjust_ball1_x']
    adjust_ball1_y = config['adjust_ball1_y']
    adjust_ball2_x = config['adjust_ball2_x']
    adjust_ball2_y = config['adjust_ball2_y']
    adjust_ball3_x = config['adjust_ball3_x']
    adjust_ball3_y = config['adjust_ball3_y']
    adjust_ball4_x = config['adjust_ball4_x']
    adjust_ball4_y = config['adjust_ball4_y']
    adjust_target1_x = config['adjust_target1_x']
    adjust_target1_y = config['adjust_target1_y']
    adjust_target2_x = config['adjust_target2_x']
    adjust_target2_y = config['adjust_target2_y']
    adjust_target3_x = config['adjust_target3_x']
    adjust_target3_y = config['adjust_target3_y']
    adjust_target4_x = config['adjust_target4_x']
    adjust_target4_y = config['adjust_target4_y']
    ball1 = (-165 + padding_ball + adjust_ball1_x, 120  + adjust_ball1_y)
    ball2 = (-165 + padding_ball + adjust_ball2_x, 40   + adjust_ball2_y)
    ball3 = (-165 + padding_ball + adjust_ball3_x, -40  + adjust_ball3_y)
    ball4 = (-165 + padding_ball + adjust_ball4_x, -120 + adjust_ball4_y)
    target1 = (165 - padding_target + adjust_target1_x, 120  + adjust_target1_y)
    target2 = (165 - padding_target + adjust_target2_x, 40   + adjust_target2_y)
    target3 = (165 - padding_target + adjust_target3_x, -40  + adjust_target3_y)
    target4 = (165 - padding_target + adjust_target4_x, -120 + adjust_target4_y)
    self.level1 = {'balls_point': [ball1], 'targets_point': [target1], 'targets_color': ['red']}
    self.level2 = {'balls_point': [ball1, ball4], 'targets_point': [target1, target4], 'targets_color': ['red', 'yellow']}
    self.level3 = {'balls_point': [ball1, ball2, ball4], 'targets_point': [target4, target2, target1], 'targets_color': ['yellow', 'blue', 'red']}
    self.level4 = {'balls_point': [ball2, ball3, ball4, ball1], 'targets_point': [target4, target1, target2, target3], 'targets_color': ['yellow', 'red', 'blue', 'white']}

    self.ChangeVelocityRange(config['minimum_v'], config['maximum_v'])
    self.ChangeAngularVelocityRange(config['minimum_w'], config['maximum_w'])
    self.ChangeBallhandleCondition(config['ballhandle_dis'], config['ballhandle_ang'])

    return config

  def __init__(self, sim = False):
    super(Core, self).__init__(sim)
    StateMachine.__init__(self)
    self.CC  = Chase()
    self.BC  = Behavior()
    self.block = 0
    dsrv = DynamicReconfigureServer(PassingConfig, self.Callback)

  def on_toIdle(self):
    self.goal_dis = 0
    for i in range(0, 10):
        self.MotionCtrl(0,0,0)
    log("To Idle1")

  def on_toAim(self):
    t = self.GetObjectInfo()
    print("Aim to ", Strategy.aim_target)
    if Strategy.aim_target == "Red":
      ta = t['Red']['ang']
    elif Strategy.aim_target == "Blue":
      ta = t['Blue']['ang']
    elif Strategy.aim_target == "Yellow":
      ta = t['Yellow']['ang']
    elif Strategy.aim_target == "White":
      ta = t['White']['ang']
    else:
      ta = 0

    if abs(ta) < 1:
      print("It's okay")
      return True
    else:
      self.MotionCtrl(0, 0, ta)
      return False

  def on_toChase(self, method = "Straight"):
    t = self.GetObjectInfo()
    # side = self.opp_side
    # if method == "Classic":
    #   x, y, yaw = self.CC.ClassicRounding(t[side]['ang'],\
    #                                       t['ball']['dis'],\
    #                                       t['ball']['ang'])
    # elif method == "Straight":
    x, y, yaw = self.CC.StraightForward(t['ball']['dis'], t['ball']['ang'])

    self.MotionCtrl(x, y, yaw)

  def on_toShoot(self, power, pos = 1):
    self.RobotShoot(power, pos)

  def on_toMovement(self, tang):
    x, y, yaw, arrived = self.BC.Orbit(tang)
    self.MotionCtrl(x, y, yaw, True)
    return arrived

  def on_toPoint(self, tx, ty, tyaw, rV = 5, rW = 1):
    x, y, yaw, arrived = self.BC.Go2Point(tx, ty, tyaw, rV, rW)

    self.MotionCtrl(x, y, yaw)
    return arrived

  def PubCurrentState(self):
    self.RobotStatePub(self.current_state.identifier)

  def CheckBallHandle(self):
    if self.RobotBallHandle():
      ## Back to normal from Accelerator
      self.ChangeVelocityRange(0, self.maximum_v)
      Core.last_ball_dis = 0

    return self.RobotBallHandle()

  def Accelerator(self, exceed = 100):
    t = self.GetObjectInfo()
    if Core.last_ball_dis == 0:
      Core.last_time = time.time()
      Core.last_ball_dis = t['ball']['dis']
    elif t['ball']['dis'] >= Core.last_ball_dis:
      if time.time() - Core.last_time >= 0.8:
        self.ChangeVelocityRange(0, exceed)
    else:
      Core.last_time = time.time()
      Core.last_ball_dis = t['ball']['dis']