Esempio n. 1
0
  /**
   * Handles the button interface.
   * Resets the internal state when a new team number was set.
   * Receives packets from the GameController.
   * Initializes gameCtrlData when teamNumber and playerNumber are available.
   */
  void handleInput()
  {
    unsigned now = (unsigned) proxy->getTime(0);

    if(*teamNumberPtr != 0)
    {
      // new team number was set -> reset internal structure
      teamNumber = *teamNumberPtr;
      memory->insertData("GameCtrl/teamNumber", 0);
      init();
    }

    if(receive())
    {
      if(!whenPacketWasReceived)
        previousState = (uint8_t) -1; // force LED update on first packet received
      whenPacketWasReceived = now;
      publish();
    }

    if(teamNumber && *playerNumber)
    {
      // init gameCtrlData if invalid
      if(gameCtrlData.teams[0].teamNumber != teamNumber &&
         gameCtrlData.teams[1].teamNumber != teamNumber)
      {
        uint8_t teamColour = (uint8_t) *defaultTeamColour;
        if(teamColour != TEAM_BLUE && teamColour != TEAM_RED && teamColour != TEAM_YELLOW &&
           teamColour != TEAM_WHITE && teamColour != TEAM_GREEN && teamColour != TEAM_ORANGE &&
           teamColour != TEAM_PURPLE && teamColour != TEAM_BROWN && teamColour != TEAM_GRAY)
          teamColour = TEAM_BLACK;
        gameCtrlData.teams[0].teamNumber = (uint8_t) teamNumber;
        gameCtrlData.teams[0].teamColour = teamColour;
        gameCtrlData.teams[1].teamColour = teamColour ^ 1; // we don't know better
        if(!gameCtrlData.playersPerTeam)
          gameCtrlData.playersPerTeam = (uint8_t) *playerNumber; // we don't know better
        publish();
      }
      TeamInfo& team = gameCtrlData.teams[gameCtrlData.teams[0].teamNumber == teamNumber ? 0 : 1];

      if(*playerNumber <= gameCtrlData.playersPerTeam)
      {
        bool chestButtonPressed = *buttons[chest] != 0.f;
        if(chestButtonPressed != previousChestButtonPressed && now - whenChestButtonStateChanged >= BUTTON_DELAY)
        {
          if(chestButtonPressed && whenChestButtonStateChanged && now - whenPacketWasReceived >= GAMECONTROLLER_TIMEOUT) // ignore first press, e.g. for getting up
          {
            RobotInfo& player = team.players[*playerNumber - 1];
            if(player.penalty == PENALTY_NONE)
            {
              player.penalty = PENALTY_MANUAL;
            }
            else
            {
              player.penalty = PENALTY_NONE;
              gameCtrlData.state = STATE_PLAYING;
            }
            publish();
          }

          previousChestButtonPressed = chestButtonPressed;
          whenChestButtonStateChanged = now;
        }

        if(gameCtrlData.state == STATE_INITIAL)
        {
          bool leftFootButtonPressed = *buttons[leftFootLeft] != 0.f || *buttons[leftFootRight] != 0.f;
          if(leftFootButtonPressed != previousLeftFootButtonPressed && now - whenLeftFootButtonStateChanged >= BUTTON_DELAY)
          {
            if(leftFootButtonPressed)
            {
              team.teamColour = (team.teamColour + 1) % 10; // cycle between TEAM_BLUE .. TEAM_GRAY
              publish();
            }
            previousLeftFootButtonPressed = leftFootButtonPressed;
            whenLeftFootButtonStateChanged = now;
          }

          bool rightFootButtonPressed = *buttons[rightFootLeft] != 0.f || *buttons[rightFootRight] != 0.f;
          if(rightFootButtonPressed != previousRightFootButtonPressed && now - whenRightFootButtonStateChanged >= BUTTON_DELAY)
          {
            if(rightFootButtonPressed)
            {
              if(gameCtrlData.gamePhase == GAME_PHASE_NORMAL)
              {
                gameCtrlData.gamePhase = GAME_PHASE_PENALTYSHOOT;
                gameCtrlData.kickingTeam = team.teamNumber;
              }
              else if(gameCtrlData.kickingTeam == team.teamNumber)
                gameCtrlData.kickingTeam = 0;
              else
                gameCtrlData.gamePhase = GAME_PHASE_NORMAL;
              publish();
            }
            previousRightFootButtonPressed = rightFootButtonPressed;
            whenRightFootButtonStateChanged = now;
          }
        }
      }
      else
        fprintf(stderr, "Player number %d too big. Maximum number is %d.\n", *playerNumber, gameCtrlData.playersPerTeam);
    }
  }
Esempio n. 2
0
  /**
   * Sets the LEDs whenever the state they visualize changes.
   * Regularily sends the return packet to the GameController.
   */
  void handleOutput()
  {
    unsigned now = (unsigned) proxy->getTime(0);

    if(teamNumber && *playerNumber &&
       *playerNumber <= gameCtrlData.playersPerTeam &&
       (gameCtrlData.teams[0].teamNumber == teamNumber ||
        gameCtrlData.teams[1].teamNumber == teamNumber))
    {
      const TeamInfo& team = gameCtrlData.teams[gameCtrlData.teams[0].teamNumber == teamNumber ? 0 : 1];
      if(gameCtrlData.state != previousState ||
         gameCtrlData.gamePhase != previousGamePhase ||
         gameCtrlData.kickingTeam != previousKickingTeam ||
         team.teamColour != previousTeamColour ||
         team.players[*playerNumber - 1].penalty != previousPenalty)
      {
        switch(team.teamColour)
        {
          case TEAM_BLUE:
            setLED(leftFootRed, 0.f, 0.f, 1.f);
            break;
          case TEAM_RED:
            setLED(leftFootRed, 1.f, 0.f, 0.f);
            break;
          case TEAM_YELLOW:
            setLED(leftFootRed, 1.f, 1.f, 0.f);
            break;
          case TEAM_WHITE:
            setLED(leftFootRed, 1.f, 1.f, 1.f);
            break;
          case TEAM_GREEN:
            setLED(leftFootRed, 0.f, 1.f, 0.f);
            break;
          case TEAM_ORANGE:
            setLED(leftFootRed, 1.f, 0.5f, 0.f);
            break;
          case TEAM_PURPLE:
            setLED(leftFootRed, 1.f, 0.f, 1.f);
            break;
          case TEAM_BROWN:
            setLED(leftFootRed, 0.2f, 0.1f, 0.f);
            break;
          case TEAM_GRAY:
            setLED(leftFootRed, 0.2f, 0.2f, 0.2f);
            break;
          case TEAM_BLACK:
          default:
            setLED(leftFootRed, 0.f, 0.f, 0.f);
        }

        if(gameCtrlData.state == STATE_INITIAL &&
           gameCtrlData.gamePhase == GAME_PHASE_PENALTYSHOOT &&
           gameCtrlData.kickingTeam == team.teamNumber)
          setLED(rightFootRed, 0.f, 1.f, 0.f);
        else if(gameCtrlData.state == STATE_INITIAL &&
                gameCtrlData.gamePhase == GAME_PHASE_PENALTYSHOOT &&
                gameCtrlData.kickingTeam != team.teamNumber)
          setLED(rightFootRed, 1.f, 1.0f, 0.f);
        else if(now - whenPacketWasReceived < GAMECONTROLLER_TIMEOUT &&
                gameCtrlData.state <= STATE_SET &&
                gameCtrlData.kickingTeam == team.teamNumber)
          setLED(rightFootRed, 1.f, 1.f, 1.f);
        else
          setLED(rightFootRed, 0.f, 0.f, 0.f);

        if(team.players[*playerNumber - 1].penalty != PENALTY_NONE)
          setLED(chestRed, 1.f, 0.f, 0.f);
        else
          switch(gameCtrlData.state)
          {
            case STATE_READY:
              setLED(chestRed, 0.f, 0.f, 1.f);
              break;
            case STATE_SET:
              setLED(chestRed, 1.f, 0.4f, 0.f);
              break;
            case STATE_PLAYING:
              setLED(chestRed, 0.f, 1.f, 0.f);
              break;
            default:
              setLED(chestRed, 0.f, 0.f, 0.f);
          }

        ledRequest[4][0] = (int) now;
        proxy->setAlias(ledRequest);

        previousState = gameCtrlData.state;
        previousGamePhase = gameCtrlData.gamePhase;
        previousKickingTeam = gameCtrlData.kickingTeam;
        previousTeamColour = team.teamColour;
        previousPenalty = team.players[*playerNumber - 1].penalty;
      }

      if(now - whenPacketWasReceived < GAMECONTROLLER_TIMEOUT &&
         now - whenPacketWasSent >= ALIVE_DELAY &&
         send(GAMECONTROLLER_RETURN_MSG_ALIVE))
        whenPacketWasSent = now;
    }
  }
Esempio n. 3
0
  /**
   * Handles the button interface.
   * Resets the internal state when a new team number was set.
   * Receives packets from the GameController.
   * Initializes gameCtrlData when teamNumber and playerNumber are available.
   */
  void handleInput()
  {
    unsigned now = (unsigned) proxy->getTime(0);

    if(*teamNumberPtr != 0)
    { // new team number was set -> reset internal structure
      teamNumber = *teamNumberPtr;
      memory->insertData("GameCtrl/teamNumber", 0);
      init();
    }

    if(receive())
    {
      if(!whenPacketWasReceived)
        previousState = (uint8_t) -1; // force LED update on first packet received
      whenPacketWasReceived = now;
      publish();
    }

    if(teamNumber && *playerNumber)
    {
      // init gameCtrlData if invalid
      if(gameCtrlData.teams[0].teamNumber != teamNumber &&
         gameCtrlData.teams[1].teamNumber != teamNumber)
      {
        uint8_t teamColour = *defaultTeamColour == TEAM_RED ? 1 : 0;
        gameCtrlData.teams[teamColour].teamNumber = (uint8_t) teamNumber;
        gameCtrlData.teams[teamColour].teamColour = teamColour;
        gameCtrlData.teams[1 - teamColour].teamColour = 1 - teamColour;
        if(!gameCtrlData.playersPerTeam)
          gameCtrlData.playersPerTeam = (uint8_t) *playerNumber; // we don't know better
        publish();
      }
      TeamInfo& team = gameCtrlData.teams[gameCtrlData.teams[0].teamNumber == teamNumber ? 0 : 1];

      if(*playerNumber <= gameCtrlData.playersPerTeam)
      {
        bool chestButtonPressed = *buttons[chest] != 0.f;
        if(chestButtonPressed != previousChestButtonPressed && now - whenChestButtonStateChanged >= BUTTON_DELAY)
        {
          if(chestButtonPressed && whenChestButtonStateChanged) // ignore first press, e.g. for getting up
          {
            RobotInfo& player = team.players[*playerNumber - 1];
            if(player.penalty == PENALTY_NONE)
            {
              player.penalty = PENALTY_MANUAL;
              if(now - whenPacketWasReceived < GAMECONTROLLER_TIMEOUT &&
                 send(GAMECONTROLLER_RETURN_MSG_MAN_PENALISE))
                whenPacketWasSent = now;
            }
            else
            {
              player.penalty = PENALTY_NONE;
              gameCtrlData.state = STATE_PLAYING;
              if(now - whenPacketWasReceived < GAMECONTROLLER_TIMEOUT &&
                 send(GAMECONTROLLER_RETURN_MSG_MAN_UNPENALISE))
                whenPacketWasSent = now;
            }
            publish();
          }

          previousChestButtonPressed = chestButtonPressed;
          whenChestButtonStateChanged = now;
        }

        if(gameCtrlData.state == STATE_INITIAL)
        {
          bool leftFootButtonPressed = *buttons[leftFootLeft] != 0.f || *buttons[leftFootRight] != 0.f;
          if(leftFootButtonPressed != previousLeftFootButtonPressed && now - whenLeftFootButtonStateChanged >= BUTTON_DELAY)
          {
            if(leftFootButtonPressed)
            {
              team.teamColour ^= 1;
              gameCtrlData.kickOffTeam ^= 1;
              publish();
            }
            previousLeftFootButtonPressed = leftFootButtonPressed;
            whenLeftFootButtonStateChanged = now;
          }

          bool rightFootButtonPressed = *buttons[rightFootLeft] != 0.f || *buttons[rightFootRight] != 0.f;
          if(rightFootButtonPressed != previousRightFootButtonPressed && now - whenRightFootButtonStateChanged >= BUTTON_DELAY)
          {
            if(rightFootButtonPressed)
            {
              if(gameCtrlData.secondaryState == STATE2_NORMAL)
              {
                gameCtrlData.secondaryState = STATE2_PENALTYSHOOT;
                gameCtrlData.kickOffTeam = team.teamColour;
              }
              else if(gameCtrlData.kickOffTeam == team.teamColour)
                gameCtrlData.kickOffTeam ^= 1;
              else
                gameCtrlData.secondaryState = STATE2_NORMAL;
              publish();
            }
            previousRightFootButtonPressed = rightFootButtonPressed;
            whenRightFootButtonStateChanged = now;
          }
        }
      }
      else
        fprintf(stderr, "Player number %d too big. Maximum number is %d.\n", *playerNumber, gameCtrlData.playersPerTeam);
    }
  }
Esempio n. 4
0
  /** The method sets all actuators. */
  void setActuators()
  {
    // set all actuator values according to the values in the shared memory block
    try
    {
      dcmTime = proxy->getTime(0);

      data->readingActuators = data->newestActuators;
      if(data->readingActuators == lastReadingActuators)
      {
        if(actuatorDrops == 0)
          fprintf(stderr, "libbhuman: missed actuator request.\n");
        ++actuatorDrops;
      }
      else
        actuatorDrops = 0;
      lastReadingActuators = data->readingActuators;
      float* readingActuators = data->actuators[data->readingActuators];
      float* actuators = handleState(readingActuators);

      if(state != standing)
      {
        if(frameDrops > 0 || state == shuttingDown)
          setEyeLeds(actuators);
        else
          copyNonServos(readingActuators, actuators);
      }
      setBatteryLeds(actuators);

      // set position actuators
      positionRequest[4][0] = dcmTime; // 0 delay!
      for(int i = 0; i < lbhNumOfPositionActuatorIds; ++i)
        positionRequest[5][i][0] = actuators[i];
      proxy->setAlias(positionRequest);

      // set hardness actuators
      bool requestedHardness = false;
      for(int i = headYawHardnessActuator; i < headYawHardnessActuator + lbhNumOfHardnessActuatorIds; ++i)
        if(actuators[i] != requestedActuators[i])
        {
          hardnessRequest[4][0] = dcmTime; // 0 delay!
          for(int j = 0; j < lbhNumOfHardnessActuatorIds; ++j)
            hardnessRequest[5][j][0] = requestedActuators[headYawHardnessActuator + j] = actuators[headYawHardnessActuator + j];
          proxy->setAlias(hardnessRequest);
          requestedHardness = true;
          break;
        }

      // set us actuator
      bool requestedUs = false;
      if(requestedActuators[usActuator] != actuators[usActuator])
      {
        requestedActuators[usActuator] = actuators[usActuator];
        if(actuators[usActuator] >= 0.f)
        {
          resetUsMeasurements();
          usRequest[4][0] = dcmTime;
          usRequest[5][0][0] = actuators[usActuator];
          proxy->setAlias(usRequest);
          requestedUs = true;
        }
      }

      // set led
      if(!requestedHardness && !requestedUs)
        for(int i = 0; i < lbhNumOfLedActuatorIds; ++i)
        {
          int index = faceLedRedLeft0DegActuator + ledIndex;
          if(++ledIndex == lbhNumOfLedActuatorIds)
            ledIndex = 0;
          if(actuators[index] != requestedActuators[index])
          {
            ledRequest[0] = std::string(actuatorNames[index]);
            ledRequest[2][0][0] = requestedActuators[index] = actuators[index];
            ledRequest[2][0][1] = dcmTime;
            proxy->set(ledRequest);
            break;
          }
        }

      // set team info
      // since this should very rarely, we don't use a proxy here
      if(data->bhumanStartTime != lastBHumanStartTime)
      {
        for(int i = 0; i < lbhNumOfTeamInfoIds; ++i)
          memory->insertData(teamInfoNames[i], data->teamInfo[i]);
        lastBHumanStartTime = data->bhumanStartTime;
      }
    }
    catch(AL::ALError& e)
    {
      fprintf(stderr, "libbhuman: %s\n", e.toString().c_str());
    }
  }
Esempio n. 5
0
/*!

   Connect toRomeo robot, and apply some motion.
   By default, this example connect to a robot with ip address: 198.18.0.1.
   If you want to connect on an other robot, run:

   ./motion --ip <robot ip address>

   Example:

   ./motion --ip 169.254.168.230
 */
int main(int argc, const char* argv[])
{
  try
  {
    std::string opt_ip = "198.18.0.1";;

    if (argc == 3) {
      if (std::string(argv[1]) == "--ip")
        opt_ip = argv[2];
    }

    // Create a general proxy to motion to use new functions not implemented in the specialized proxy

    std::string 	myIP = "";		// IP du portable (voir /etc/hosts)
    int 	myPort = 0 ;			// Default broker port

    //    AL::ALProxy *m_proxy;
    boost::shared_ptr<AL::ALBroker> broker = AL::ALBroker::createBroker("Broker", myIP, myPort, opt_ip, 9559);
    //    m_proxy = new AL::ALProxy(broker, "ALVideoDevice");

    //    m_proxy->callVoid("setCameraGroup",1 ,true);

    //AL::ALProxy* dcm = new AL::ALProxy(broker, "DCM_video");



    boost::shared_ptr<AL::ALProxy> proxy = boost::shared_ptr<AL::ALProxy>(new AL::ALProxy(broker, "DCM_video"));
    AL::DCMProxy* dcm = new AL::DCMProxy(proxy);

    //boost::shared_ptr<AL::ALProxy> dcm = boost::shared_ptr<AL::ALProxy>(new AL::ALProxy(broker, "DCM_video"));



    AL::ALValue commands;
    commands.arraySetSize(3);
    commands[0] = std::string("FaceBoard/CameraSwitch/Value");
    commands[1] = std::string("Merge");
    commands[2].arraySetSize(1);
    commands[2][0].arraySetSize(2);
    commands[2][0][0] = 1;
    //commands[2][0][1] = dcm->call<int>("getTime",0);// dcm->getTime(0);
    commands[2][0][1] = dcm->getTime(0);
    //dcm->callVoid("set",commands);
    dcm->set(commands);


    //int time = dcm->call<int>("getTime",0);
    int time = dcm->getTime(10);
    std::cout <<"Time " << time << std::endl;

    //dcm = naoqitools.myGetProxy( "DCM_video" );^M
    //dcm.set( ["FaceBoard/CameraSwitch/Value", "Merge",  [[rGroupNumber, dcm.getTime( 0 ) ]] ] );^M
    //dcm.set(\["ChestBoard/Led/Red/Actuator/Value", "Merge", \[[1.0, dcm.getTime(10000)]] ])




  }
  catch (const vpException &e)
  {
    std::cerr << "Caught exception: " << e.what() << std::endl;
  }
  catch (const AL::ALError &e)
  {
    std::cerr << "Caught exception: " << e.what() << std::endl;
  }



  return 0;
}