📄 complextricks.cc
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currentTrick->Continue();
utils.Head_PanForBall(false,lookRight,50);
return 1;
}
char* ComplexTricks::PostChaseSearchForBall::GetErrorMsg(int c) {
if (c == 0) return "FOUND_BALL";
else if (c == 1) return "SEARCHING";
else if (c == -1) return "BALL_NOT_FOUND";
return "PKSFB: Unknown message";
}
char* ComplexTricks::PostChaseSearchForBall::GetName() {
return "PostChaseSearchForBall";
}
ComplexTricks::ChaseWithKick::ChaseWithKick() {
cout << "ChaseWithKick is DEPRECATED !! Do not use. " << endl << flush;
currentTrick = new BasicTricks::NullBody();
headTrick = new BasicTricks::NullHead();
justKicked = false;
interruptible = true;
}
ComplexTricks::ChaseWithKick::~ChaseWithKick() {
delete currentTrick;
delete headTrick;
}
int ComplexTricks::ChaseWithKick::Start() {
return Continue();
}
int ComplexTricks::ChaseWithKick::Abort() {
currentTrick->Abort();
headTrick->Abort();
return 0;
}
int ComplexTricks::ChaseWithKick::Continue() {
headTrick->Continue();
int cC = currentTrick->Continue();
char* cMsg = currentTrick->GetErrorMsg(cC);
if (cC < 1) {
delete currentTrick;
if (strcmp(cMsg,"BALL_UNDER_CHIN") == 0) {
// if kicking off, don't turn !!
if (frame_-lastReadyFrame_ <= 75) {
currentTrick = ks.FastSelecta(wo_self_->x_, wo_self_->y_, wo_self_->heading_);
} else {
currentTrick = ks.NormalSelecta(wo_self_->x_, wo_self_->y_, wo_self_->heading_);
}
interruptible = false;
justKicked = true;
} else if (vo_ball_ != NULL) {
interruptible = true;
currentTrick = new MovementTricks::ChaseBall();
} else if (strcmp(cMsg,"NO_BALL_AFTER_KICK") == 0) {
interruptible = true;
// FIXME this trick has been removed for good.
// currentTrick = new HeadTricks::HeadCloseSearchForBall(5);
} else {
interruptible = true;
currentTrick = new BasicTricks::NullBody();
currentTrick->Start();
return 0;
}
currentTrick->Start();
} else if (strcmp(cMsg,"GRAB_FAIL") == 0) {
// if grab failed, we want to totally abort.
// this generally means that a WaitForGrab ended and we could still see the ball (!!)
cout << "ChaseWithKick: Failed grab." << endl << flush;
currentTrick->Abort();
interruptible = true;
delete currentTrick;
currentTrick = new MovementTricks::ChaseBall();
currentTrick->Start();
}
// if we've just lost the ball (CLOSE_SEARCH), we're not interruptible for this frame!
if (interruptible && (strcmp(cMsg,"CLOSE_SEARCH")!=0) ) return 1;
return 2;
}
bool ComplexTricks::ChaseWithKick::IsUsingHead() {
return true;
}
char* ComplexTricks::ChaseWithKick::GetErrorMsg(int c) {
if (c == 0) return "CWK_DONE";
else if (c == 1) return "INTERRUPTIBLE";
else if (c == 2) return "NOT_INTERRUPTIBLE";
return "CWK:NO_MESSAGE";
}
char* ComplexTricks::ChaseWithKick::GetName() {
return "ChaseWithKick";
}
// END ChaseWithkick
//////////////////////////////////////////////////////////////////////
// BEGIN ComplexKick
//Worst documentation ever!!
//ComplexKick will turn the specified 'normal' amount (first parameter). If it sees the goal
// at any angle up to its 'maximum' amount (second parameter), it'll try to line it up.
//Notice that if the first two parameters are both 0.0, we need not do a turn at all.
//Once all turning has been completed, we make a kick decision by calling FastSelecta.
// FastSelecta can only do kicks- it's not allowed to turn. The idea is, we delay the
// actual kick decision for as long as possible.
//A handy side effect is that all kick decisions are back in KickSelecta now.
ComplexTricks::ComplexKick::ComplexKick(double _normalTurnAmount, double _maxTurnAmount, double _extraFastTurn) {
currentTrick = NULL;
turnTrick = NULL;
// we aren't meant to do a turn. so don't. just choose a kick and start doing it.
if (_normalTurnAmount == 0.0 && _maxTurnAmount == 0.0) {
KickSelecta ks;
currentTrick = ks.FastSelecta(wo_self_->x_, wo_self_->y_, wo_self_->heading_);
// go the turn !
} else {
//currentTrick = new BallTricks::TurnWithBallUntilGoal(_normalTurnAmount,_maxTurnAmount);
if (ABS(_extraFastTurn) > 65) {
currentTrick = new BasicTricks::MultiTrick(4, new BasicTricks::Kick(LocomotionCommand::TP_GRAB), new BallTricks::WaitForKick(), new BallTricks::TurnWithBallHeadDown(_extraFastTurn), new BallTricks::TurnWithBallUntilGoal(5, _normalTurnAmount,_maxTurnAmount, 1));
} else {
currentTrick = new BasicTricks::MultiTrick(4, new BasicTricks::Kick(LocomotionCommand::TP_GRAB), new BallTricks::WaitForKick(), new BallTricks::TurnWithBallHeadDown(_extraFastTurn), new BallTricks::TurnWithBallUntilGoal(5, _normalTurnAmount,_maxTurnAmount));
}
turnTrick = currentTrick;
}
}
ComplexTricks::ComplexKick::ComplexKick(double _normalTurnAmount, double _maxTurnAmount) {
currentTrick = NULL;
turnTrick = NULL;
// we aren't meant to do a turn. so don't. just choose a kick and start doing it.
if (_normalTurnAmount == 0.0 && _maxTurnAmount == 0.0) {
KickSelecta ks;
currentTrick = ks.FastSelecta(wo_self_->x_, wo_self_->y_, wo_self_->heading_);
// go the turn !
} else {
#ifdef ERS_210
currentTrick = new BallTricks::TurnWithBallUntilGoal(5, _normalTurnAmount,_maxTurnAmount);
#endif
#ifdef ERS_7
// currentTrick = new BasicTricks::MultiTrick(3, new BasicTricks::Kick(LocomotionCommand::TP_GRAB), new BallTricks::WaitForKick(), new BallTricks::TurnWithBallUntilGoal(_normalTurnAmount,_maxTurnAmount));
currentTrick = new BasicTricks::MultiTrick(3, new BasicTricks::Kick(LocomotionCommand::TP_GRAB), new BallTricks::WaitForKick(), new BallTricks::TurnWithBallUntilGoal(_normalTurnAmount,_maxTurnAmount, 1)); // used to allow 2 steps but it did 2 when it should have only done 1 (ie min = max = 45)
// currentTrick = new BasicTricks::MultiTrick(5, new BasicTricks::Kick(LocomotionCommand::TP_GRAB,true), new BallTricks::WaitForKick(), new BallTricks::TurnWithBallUntilGoal(angle,angle,10), new BasicTricks::Kick(LocomotionCommand::TP_CHEST_PUSH,true), new BallTricks::WaitForKick());
#endif
turnTrick = currentTrick;
}
}
ComplexTricks::ComplexKick::ComplexKick(Trick* _turnTrick) {
currentTrick = NULL;
// we aren't meant to do a turn. so don't. just choose a kick and start doing it.
if (_turnTrick == NULL) {
KickSelecta ks;
Trick* t=ks.FastSelecta(wo_self_->x_, wo_self_->y_, wo_self_->heading_,0);
currentTrick = new BasicTricks::MultiTrick(3, new BasicTricks::Kick(LocomotionCommand::TP_GRAB), new BallTricks::WaitForKick(), t);
// go the turn !
} else {
currentTrick = _turnTrick;
// currentTrick = new BallTricks::TurnWithBallUntilGoal(_normalTurnAmount,_maxTurnAmount);
}
turnTrick = _turnTrick;
}
ComplexTricks::ComplexKick::~ComplexKick() {
delete currentTrick;
}
int ComplexTricks::ComplexKick::Start() {
return currentTrick->Start();
}
int ComplexTricks::ComplexKick::Abort() {
return currentTrick->Abort();
}
int ComplexTricks::ComplexKick::Continue() {
int cC = currentTrick->Continue();
// current trick completed.
if (cC < 1) {
//char* cMsg = currentTrick->GetErrorMsg(cC);
// finished our turn with ball trick. evaluate kick !
// if (strcmp(currentTrick->GetName(),"TurnWithBallUntilGoal")==0) {
if (turnTrick == currentTrick) {
turnTrick = NULL;
delete currentTrick;
KickSelecta ks;
// evaluate kick. we may have more information now than we did before sooo :)
currentTrick = ks.FastSelecta(wo_self_->x_, wo_self_->y_, wo_self_->heading_);
currentTrick->Start();
// otherwise we've completed our kick ! get out !
} else {
return cC;
}
}
return 40;
}
bool ComplexTricks::ComplexKick::IsUsingHead() {
return true;
}
char* ComplexTricks::ComplexKick::GetErrorMsg(int m) {
if (m == 40) {
return "COMPLEXKICK_IN_PROGRESS";
} else {
return currentTrick->GetErrorMsg(m);
}
}
char* ComplexTricks::ComplexKick::GetName() {
return "ComplexKick";
}
// END ComplexKick
//////////////////////////////////////////////////////////////////////
// BEGIN TurnWithBallUntilGoal
// END TurnWithBallUntilGoal
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