📄 pass.h
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/* * Copyright 2002-2005, Mersad Team, Allameh Helli High School (NODET). * * This program is free software, you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Library General Public License for more details. * * This file is created by: Ahmad Boorghany * * Released on Monday 1 August 2005, 10 Mordad 1384 by Mersad RoboCup Team. * For more information please read README file.*/#ifndef __PASS_H#define __PASS_H#include <Dribble.h>#include <AdvancedAction.h>#define CROSS_DIR_STEP 5.00#define CROSS_DIR_NUM 12#define CROSS_CENTER_POINT Point(45, 0)#define CROSS_CALCULATES_NUM CROSS_DIR_NUM#define CROSS_PERMITTED_X 30#define MIN_PASS_DIST 2#define MAX_FACTORS_NUM 4#define PASS_OFFSIDE_DELTA_DIST (-2)#define SUGGEST_REAL_DELTA_WEIGHT (-6)#define BPM_CROSS 1#define BPM_OFFENSE 2#define BPM_SECUREBALL 4#define BPM_BREAKOFFSIDE 8#define BPM_SUGGESTED 16#define BPM_ALL (BPM_CROSS+BPM_OFFENSE+BPM_SECUREBALL+BPM_BREAKOFFSIDE+BPM_SUGGESTED)#define BPN_ALL 0#define BPN_HALF_PLAYERS 12enum PassModel{ PAM_NONE, PAM_CROSS, PAM_OFFENSE, PAM_SECURE_BALL, PAM_BREAK_OFFSIDE, PAM_SUGGESTED, PAM_KICK_OFF};struct PassWeightFactor{ float minValue; float maxValue; float minWeight; float maxWeight;};struct PassFactors{ PassWeightFactor posDev; PassWeightFactor offense; PassWeightFactor seeInfo; PassWeightFactor ballDist; PassWeightFactor dashDist; PassWeightFactor breakOffside; PassWeightFactor passedOppNum; PassWeightFactor statusOppNum; PassWeightFactor securityDeltaCycle; PassWeightFactor statusOppDist; PassWeightFactor statusOppDir; PassWeightFactor statusShoot; PassWeightFactor dribblePath; PassWeightFactor defenseLine; PassWeightFactor extraCatch;};struct ExactPassFlag{ float weight; unsigned simulateID; PassModel model; const Player *player; const KickInterceptCalculate *interCalc;};class CrossCalculate: public KickCalculate{ public: virtual ~CrossCalculate(); void init(); void update(const WorldModel *worldModel);};class Pass: public AdvancedAction{protected: // global pass vars float crossRate; float crossAlpha; float offenseRate; float offenseAlpha; float secureBallRate; float secureBallAlpha; float breakOffsideRate; float breakOffsideAlpha; unsigned logLevel; float offenseValues[KICK_CALCULATES_NUM]; float secureBallValues[KICK_CALCULATES_NUM]; float breakOffsideValues[KICK_CALCULATES_NUM]; float crossValues[KICK_CALCULATES_NUM + CROSS_CALCULATES_NUM]; unsigned offenseMaxer; unsigned secureBallMaxer; unsigned breakOffsideMaxer; unsigned crossMaxer; PassFactors crossFactors; PassFactors offenseFactors; PassFactors secureBallFactors; PassFactors breakOffsideFactors; DribblePath dribblePath; CrossCalculate *crossCalculate; const KickCalculate *curKickCalculate; // the best pass informations float passValue; PassModel passModel; KickCommand *passCommand; const Player *passPlayer; const KickInterceptCalculate *passInterCalc; void fillValues(); void resetValues(); void fillMaxValues(); void applyGlobalVars(); void loadPassFactors(); void applyNoiseValues(); void calculateGlobalVars(); void fillPassValuesByFactors(const KickCalculate &kickCalc, const PassFactors **factors, float *valuesList[], unsigned num = 1); void fillOnePassValuesByFactors(const KickInterceptCalculate &interCalc, const PassFactors **factors, float *valuesList[], unsigned num = 1); void fillOtherCrossValuesByFactors(const CrossCalculate &crossCalc, const PassFactors &factors, float values[]); float getTheBestPass(const KickInterceptCalculate *&interCalc); float getPlanWeight(unsigned kickerNum, unsigned passNum, const Point &kickPoint);public: Pass(const WorldModel *worldModel, bool dontCreateCrossCalc = false); virtual ~Pass(); static float getShootDirValue(const Point &point, const WorldModel *worldModel); virtual void execute(Form &form, const Library &library); virtual float getValue(const Library &library); // getting functions float getPassValue() const; PassModel getPassModel() const; const Player *getPassPlayer() const; const KickInterceptCalculate *getPassInterCalc() const; // setting functions void setCurKickCalculate(const KickCalculate *curKickCalculateArg);};class PassLibrary: public Pass{private:public: PassLibrary(const WorldModel *worldModel); void calculate(); ExactPassFlag PassLibrary::getTheBestPass( unsigned models = BPM_ALL, unsigned number = BPN_ALL, float passAngleFrom = -180, float passAngleTo = +180, float playerAngleFrom = -180, float playerAngleTo = +180) const; Command* PassLibrary::execute(const ExactPassFlag passLib, Form &form, const Library &library) const;};#endif // __PASS_H
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