def next_position(self):
        self.target_orientation = (self.target.position - self.game_state.ball_position).angle
        self.position = (self.game_state.ball_position - Position.from_angle(self.offset_orientation) * DISTANCE_FROM_BALL)
        if self.start_time is not None:
            if time.time() - self.start_time >= self.rotate_time:
                self.rotation_sign = self._get_direction()
                if compare_angle(self.target_orientation, (self.game_state.ball_position - self.player.position).angle,
                                 VALID_DIFF_ANGLE):
                    self.next_state = self.halt
                    return self._go_to_final_position()
            elif time.time() - self.iter_time >= self.switch_time:
                self.iter_time = time.time()
                self._switch_rotation()

        if (self.player.pose.position - self.position).norm < VALID_DISTANCE:
            if self.start_time is None:
                self.start_time = time.time()
                self.iter_time = time.time()
                self.ball_collision = True
                self.speed = 1
            self.offset_orientation += DIFF_ANGLE * self.rotation_sign
            self.position = (self.game_state.ball_position -
                             Position.from_angle(self.offset_orientation) * DISTANCE_FROM_BALL)

        if self.start_time is not None:
            orientation = self.offset_orientation if time.time() - self.start_time < \
                                                     self.rotate_time else self.target_orientation
        else:
            orientation = self.target_orientation
        return CmdBuilder().addMoveTo(Pose(self.position, orientation),
                                      cruise_speed=self.speed,
                                      ball_collision=self.ball_collision).build()
示例#2
0
    def debug_cmd(self):

        if not self.is_debug:
            return
          
        angle = None
        additional_dbg = []
        if self.current_state == self.go_behind_ball:
            angle = 18
        elif self.current_state == self.grab_ball:
            angle = 25
        elif self.current_state == self.kick:
            angle = 45
            additional_dbg = [DebugCommandFactory.circle(self.game_state.ball_position, KICK_DISTANCE, color=RED)]
        if angle is not None:
            angle *= np.pi/180.0
            base_angle = (self.game_state.ball.position - self.target.position).angle
            magnitude = 3000
            ori = self.game_state.ball.position
            upper = ori + Position.from_angle(base_angle + angle, magnitude)
            lower = ori + Position.from_angle(base_angle - angle, magnitude)
            ball_to_player = self.player.position - self.game_state.ball_position
            behind_player = (ball_to_player.norm + 1000) * normalize(ball_to_player) + self.game_state.ball_position
            return [DebugCommandFactory.line(ori, upper),
                    DebugCommandFactory.line(ori, lower),
                    DebugCommandFactory.line(self.game_state.ball_position, behind_player, color=CYAN)] + additional_dbg
        return []
 def _go_to_final_position(self):
     position = self.game_state.ball_position - Position.from_angle(
         self.target_orientation) * DISTANCE_FROM_BALL
     return CmdBuilder().addMoveTo(
         Pose(position, self.target_orientation),
         cruise_speed=self.speed,
         ball_collision=self.ball_collision).build()
    def next_position(self):
        self.target_orientation = (self.target.position -
                                   self.game_state.ball_position).angle
        self.position = (
            self.game_state.ball_position -
            Position.from_angle(self.offset_orientation) * DISTANCE_FROM_BALL)
        if self.start_time is not None:
            if time.time() - self.start_time >= self.rotate_time:
                self.rotation_sign = self._get_direction()
                if compare_angle(self.target_orientation,
                                 (self.game_state.ball_position -
                                  self.player.position).angle,
                                 VALID_DIFF_ANGLE):
                    self.next_state = self.halt
                    return self._go_to_final_position()
            elif time.time() - self.iter_time >= self.switch_time:
                self.iter_time = time.time()
                self._switch_rotation()

        if (self.player.pose.position - self.position).norm < VALID_DISTANCE:
            if self.start_time is None:
                self.start_time = time.time()
                self.iter_time = time.time()
                self.ball_collision = True
                self.speed = 1
            self.offset_orientation += DIFF_ANGLE * self.rotation_sign
            self.position = (self.game_state.ball_position -
                             Position.from_angle(self.offset_orientation) *
                             DISTANCE_FROM_BALL)

        if self.start_time is not None:
            orientation = self.offset_orientation if time.time() - self.start_time < \
                                                     self.rotate_time else self.target_orientation
        else:
            orientation = self.target_orientation
        return CmdBuilder().addMoveTo(
            Pose(self.position, orientation),
            cruise_speed=self.speed,
            ball_collision=self.ball_collision).build()
 def _go_to_final_position(self):
     position = self.game_state.ball_position - Position.from_angle(self.target_orientation) * DISTANCE_FROM_BALL
     return CmdBuilder().addMoveTo(Pose(position, self.target_orientation),
                            cruise_speed=self.speed,
                            ball_collision=self.ball_collision).build()