Esempio n. 1
0
    gr_Robot_Command TDefendPoint::execute(const BeliefState &state, const Param& tParam)
    {
      // Select the skill to the executed next

      Strategy::SkillSet::SkillID sID = SkillSet::DefendPoint;
      SkillSet::SParam sParam;
      sParam.DefendPointP.x             = tParam.DefendPointP.x ;
      sParam.DefendPointP.y             = tParam.DefendPointP.y ;
      sParam.DefendPointP.radius         = tParam.DefendPointP.radius;
      
      // Execute the selected skill
      Strategy::SkillSet *ptr = SkillSet::instance();
      return ptr->executeSkill(sID, sParam, state, botID);

      
    }
Esempio n. 2
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    gr_Robot_Command TCharge::execute(const BeliefState &state, const Param& tParam)
    {
      // Select the skill to the executed next

      Strategy::SkillSet::SkillID sID = SkillSet::DribbleToPoint;
      SkillSet::SParam sParam;
      sParam.DribbleToPointP.x             = HALF_FIELD_MAXX;
      sParam.DribbleToPointP.y             = (OPP_GOAL_MAXY+OPP_GOAL_MINY)/2;
      
      // Execute the selected skill
      Strategy::SkillSet *ptr = SkillSet::instance();
      return ptr->executeSkill(sID, sParam, state, botID);

      // if((state->homePos[botID] - Vector2D<int>(tParam.PositionP.x, tParam.PositionP.y)).absSq() < BOT_POINT_THRESH * BOT_POINT_THRESH)
      // {
      //   tState = COMPLETED;
      // }
    }
Esempio n. 3
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    gr_Robot_Command TPosition::execute(const BeliefState &state, const Param& tParam)
    {
      // Select the skill to the executed next
//      printf("botpos x:%d\ty:%d\n", state->homePos[botID].x, state->homePos[botID].y);

      Strategy::SkillSet::SkillID sID = SkillSet::GoToPoint;
      SkillSet::SParam sParam;
      sParam.GoToPointP.x             = tParam.PositionP.x ;
      sParam.GoToPointP.y             = tParam.PositionP.y ;
      sParam.GoToPointP.align         = tParam.PositionP.align;
      sParam.GoToPointP.finalslope    = tParam.PositionP.finalSlope ;
      sParam.GoToPointP.finalVelocity = tParam.PositionP.finalVelocity;

      // Execute the selected skill
      Strategy::SkillSet *ptr = SkillSet::instance();
      if((Vector2D<int>(state.homePos[botID].x,state.homePos[botID].y) - Vector2D<int>(tParam.PositionP.x, tParam.PositionP.y)).absSq() < BOT_POINT_THRESH * BOT_POINT_THRESH)
      {
        iState = COMPLETED;
      }
      return ptr->executeSkill(sID, sParam, state, botID);
    }
Esempio n. 4
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    gr_Robot_Command TDefend::execute(const BeliefState &state, const Param& tParam)
    {
      // Select the skill to the executed next
//      printf("botpos x:%d\ty:%d\n", state->homePos[botID].x, state->homePos[botID].y);

      Strategy::SkillSet::SkillID sID = SkillSet::GoToPoint;
      SkillSet::SParam sParam;
      sParam.GoToPointP.x             = tParam.DefendP.x ;
      sParam.GoToPointP.y             = state.ballPos.y;
      sParam.GoToPointP.align         = true;
      sParam.GoToPointP.finalslope    = PI/2;

      // Execute the selected skill
      Strategy::SkillSet *ptr = SkillSet::instance();
      return ptr->executeSkill(sID, sParam, state, botID);

      // if((state->homePos[botID] - Vector2D<int>(tParam.PositionP.x, tParam.PositionP.y)).absSq() < BOT_POINT_THRESH * BOT_POINT_THRESH)
      // {
      //   tState = COMPLETED;
      // }
    }
Esempio n. 5
0
    gr_Robot_Command TDefendLine::execute(const BeliefState &state, const Param& tParam)
    {
      float x1,x3,x2,x4,y1,y2,y3,y4;
      x1=tParam.DefendLineP.x1;
      x2=tParam.DefendLineP.x2;
      y1=tParam.DefendLineP.y1;
      y2=tParam.DefendLineP.y2;
      x3=state.ballPos.x;
      y3=state.ballPos.y;
      x4=state.ballPos.x + state.ballVel.x;
      y4=state.ballPos.y+ state.ballVel.y;
      if(state.ballVel.x==0)
      {
//        printf("here1\n");
        //return;
        x4=(x1+x2)/2;
        //y4=(y1+y2)/2;
      }
      
      Vector2D<int> targetPoint;
      // intersection formula copied from http://en.wikipedia.org/wiki/Line-line_intersection
      float denominator= (x1-x2)*(y3-y4) - (y1-y2)*(x3-x4);
      if(denominator==0)
      {
//        printf("here2\n");
        targetPoint.x=(x1+x2)/2;
        targetPoint.y =state.ballPos.y+ state.ballVel.y;
        
      }
      else
      {
      targetPoint.x = ((x1*y2-y1*x2)* (x3-x4) - (x1-x2) *(x3*y4-y3*x4))/denominator;
      targetPoint.y = ((x1*y2-y1*x2)* (y3-y4) - (y1-y2) *(x3*y4-y3*x4))/denominator;
      }
      if(fabs(targetPoint.x) > fabs(HALF_FIELD_MAXX))
      {
        targetPoint.x=(x1+x2)/2;
      }
      if(fabs(targetPoint.y) > fabs(HALF_FIELD_MAXY))
      {
        targetPoint.y=(y1+y2)/2;
      }
//      if(x3 < x1)
//      {
//        /**Shifts the defence line if the ball has already crossed it.*/
//        targetPoint.x = state->ballPos.x  + 4*BOT_BALL_THRESH;
//        targetPoint.y = state->ballPos.y; + state->ballVel.y*0.3;
//      }
//      else
//      {
//        /**Continue moving along the line if the ball has not crossed it.*/
//        targetPoint.x = x1;
//        targetPoint.y = state->ballPos.y; + state->ballVel.y*0.3;
//      }
//
//      /**Set DefendPoint coordinates on the defence line*/
//      int xfinal = targetPoint.x < HALF_FIELD_MAXX ? targetPoint.x : HALF_FIELD_MAXX;
//      int yfinal = targetPoint.y;
      
      /**Tactic completed if ball comes in our possession or if ball crosses the defence line.*/
      if(state.pr_ourBall && x3>x1)
      {
        //tState = COMPLETED;
      }
      // Select the skill to the executed next
//      printf("botpos x:%d\ty:%d\n", state->homePos[botID].x, state->homePos[botID].y);

      Strategy::SkillSet::SkillID sID = SkillSet::DefendPoint;
      SkillSet::SParam sParam;
      sParam.DefendPointP.x             = targetPoint.x ;
      sParam.DefendPointP.y             = targetPoint.y ;
      sParam.DefendPointP.radius = tParam.DefendLineP.radius;
      // Execute the selected skill
      Strategy::SkillSet *ptr = SkillSet::instance();
      return ptr->executeSkill(sID, sParam, state, botID);

      // if((state->homePos[botID] - Vector2D<int>(tParam.PositionP.x, tParam.PositionP.y)).absSq() < BOT_POINT_THRESH * BOT_POINT_THRESH)
      // {
      //   tState = COMPLETED;
      // }
    }