📄 gametimeperceptor.cpp
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/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- this file is part of rcssserver3D Fri May 9 2003 Copyright (C) 2002,2003 Koblenz University Copyright (C) 2003 RoboCup Soccer Server 3D Maintenance Group $Id: gametimeperceptor.cpp,v 1.3 2007/06/15 09:47:29 jboedeck Exp $ 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; version 2 of the License. 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 General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.*/#include "gametimeperceptor.h"#include <zeitgeist/logserver/logserver.h>//#include <soccer/soccerbase/soccerbase.h>#include <soccer/gamestateaspect/gamestateaspect.h>using namespace zeitgeist;using namespace oxygen;using namespace boost;using namespace std;GameTimePerceptor::GameTimePerceptor() : oxygen::Perceptor(){}GameTimePerceptor::~GameTimePerceptor(){}boolGameTimePerceptor::Percept(boost::shared_ptr<PredicateList> predList){ if (mGameState.get() == 0) { return false; } Predicate& predicate = predList->AddPredicate(); predicate.name = "time"; predicate.parameter.Clear(); // with the first GameState percept after the player is assigned // to a team it receives info about it's team and unum assignment // along with outher soccer parameters // time ParameterList& timeElement = predicate.parameter.AddList(); timeElement.AddValue(string("now")); timeElement.AddValue(mGameState->GetTime()); return true;}voidGameTimePerceptor::OnLink(){ mGameState = shared_dynamic_cast<GameStateAspect> (GetCore()->Get("/sys/server/gamecontrol/GameStateAspect")); if (mGameState.get() == 0) { GetLog()->Error() << "Error: (SoccerBase: " << GetName() << ") found no GameStateAspect\n"; } return;}voidGameTimePerceptor::OnUnlink(){ mGameState.reset();}
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