⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 worldmodel.h

📁 机器足球2D比赛程序 对trlen_base_2002的改进
💻 H
📖 第 1 页 / 共 3 页
字号:
		bool          getMinMaxDirChange         ( double         dOutput,				double         *dMin,				double         *dMax,				double         x1                );		bool          getMinMaxDistChange        ( double         dOutput,				double         dDist,				double         *dMin,				double         *dMax,				double         x1,				double         xDist1,				double         xDist2            );		double        invQuantizeMin             ( double         dOutput,				double         dQuantizeStep     );		double        invQuantizeMax             ( double         dOutput,				double         dQuantizeStep     );	public:		// various update methods		void          mapUnknownPlayers          ( Time           time              );		bool          updateSSToHeteroPlayerType ( int            i                 );		bool          resetTimeObjects           (                                  );		void          removeGhosts               (                                  );		////////////////////////// PREDICTIONS (WorldModelPredict.C) /////////////////		// predictions of worldmodel about future states of different objects		bool          predictStateAfterCommand   ( SoccerCommand  com,				VecPosition    *pos,				VecPosition    *vel,				AngDeg         *angGlobalBody,				AngDeg         *angGlobalNeck,				Stamina        *sta = NULL       );		bool          predictAgentStateAfterCommand(SoccerCommand com,				VecPosition    *pos,				VecPosition    *vel,				AngDeg         *angBody,				AngDeg         *angNeck,				Stamina        *sta              );		VecPosition   predictAgentPosAfterCommand( SoccerCommand  com               );		void          predictStateAfterDash      ( double         dActualPower,				VecPosition    *pos,				VecPosition    *vel,				Stamina        *sta,				double         dDirection        );		void          predictStateAfterTurn      ( AngDeg         dSendAngle,				VecPosition    *pos,				VecPosition    *vel,				AngDeg         *angBody,				AngDeg         *angNeck,				Stamina        *sta = NULL       );		VecPosition   predictPosAfterNrCycles    ( ObjectT        o,				int            iCycles,				int            iDashPower = 100,				VecPosition    *vel = NULL       );		VecPosition   predictAgentPos            ( int            iCycles,				int            iDashPower = 0    );		int           predictNrCyclesToPoint     ( ObjectT        o,				VecPosition    posTo,				AngDeg         ang               );		int           predictNrCyclesToObject    ( ObjectT        objFrom,				ObjectT        objTo             );		void          predictStaminaAfterDash    ( double         dPower,				Stamina        *sta              );		bool          isCollisionAfterDash       ( SoccerCommand  soc               );  		////////////////////////// HIGH-LEVEL METHODS (WorldModelHighLevel.C) ////////		// methods that return the number of players in a certain area of the field		int           getNrInSetInRectangle      ( ObjectSetT     objectSet,				Rectangle      *rect = NULL      );		int           getNrInSetInCircle         ( ObjectSetT     objectSet,				Circle         c                 );		int           getNrInSetInCone           ( ObjectSetT     objectSet,				double         dWidth,				VecPosition    start,				VecPosition    end               );		// method that return the closest or fastest player to a certain pos or object		ObjectT       getClosestInSetTo          ( ObjectSetT     objectSet,				ObjectT        o ,				double         *dDist = NULL,				double         dConfThr = -1.0   );		ObjectT       getClosestInSetTo          ( ObjectSetT     objectSet,				VecPosition    pos,				double         *dDist = NULL,				double         dConfThr = -1.0   );		ObjectT       getClosestInSetTo          ( ObjectSetT     objectSet,				Line           l,				VecPosition    pos1,				VecPosition    pos2,				double         *dDistToLine = NULL,				double         *dDistPos1ToP= NULL);		ObjectT       getClosestRelativeInSet    ( ObjectSetT     set,				double         *dDist = NULL     );		ObjectT       getSecondClosestInSetTo    ( ObjectSetT     objectSet,				ObjectT        o,				double         *dDist = NULL,				double         dConfThr = -1.0   );		ObjectT       getSecondClosestRelativeInSet( ObjectSetT   set,				double         *dDist = NULL     );		ObjectT       getFastestInSetTo          ( ObjectSetT     objectSet,				ObjectT        o,				int            *iCycles = NULL   );		ObjectT       getFastestInSetTo          ( ObjectSetT     objectSet,				VecPosition    pos,				VecPosition    vel,				double         dDecay,				int            *iCycles = NULL   );		ObjectT       getFurthestInSetTo         ( ObjectSetT     objectSet,				ObjectT        o ,				double         *dDist = NULL,				double         dConfThr = -1.0   );		ObjectT       getFurthestRelativeInSet   ( ObjectSetT     set,				double         *dDist = NULL     );		double        getMaxTraveledDistance     ( ObjectT        o                 );		// various methods dealing with sets of objects		ObjectT       getFirstEmptySpotInSet     ( ObjectSetT     objectSet,				int            iUnknownPlayer=-1 );		// boolean methods that indicate whether an object fulfills a  constraint		bool          isVisible                  ( ObjectT        o                 );		bool          isBallKickable             (                                  );		bool          isBallCatchable            (                                  );		bool          isBallHeadingToGoal        (                                  );		bool          isBallInOurPossesion       (                                  );		bool          isBallInOwnPenaltyArea     (                                  );		bool          isInOwnPenaltyArea         ( VecPosition    pos               );		bool          isInTheirPenaltyArea       ( VecPosition    pos               );		bool          isConfidenceGood           ( ObjectT                          );		bool          isConfidenceVeryGood       ( ObjectT                          );		bool          isOnside                   ( ObjectT                          );		bool          isOpponentAtAngle          ( AngDeg         ang,				double         dDist             );		// various methods that supply specific information about the field		Time          getTimeFromConfidence      ( double         dConf             );		double        getOffsideX                ( bool           bIncludeComm= true);		VecPosition   getOuterPositionInField    ( VecPosition    pos,				AngDeg         ang,				double         dDist = 3.0,				bool           bWithPenalty = true);		AngDeg        getDirectionOfWidestAngle  ( VecPosition    posOrg,				AngDeg         angMin,				AngDeg         angMax,				AngDeg         *ang,				double         dDist             );		// strategic positioning		VecPosition   getStrategicPosition      ( int            iPlayer = -1       );  		// methods  for computing the actual argument for a soccer command.		double        getActualKickPowerRate     (                                  );		double        getKickPowerForSpeed       ( double         dDesiredSpeed     );		double        getKickSpeedToTravel       ( double         dDistance,				double         dEndSpeed         );		double        getFirstSpeedFromEndSpeed  ( double         dEndSpeed,				double         dCycles           );		double        getFirstSpeedFromDist      ( double         dDist,				double         dCycles           );		double        getEndSpeedFromFirstSpeed  ( double         dFirstSpeed,				double         dCycles           );		AngDeg        getAngleForTurn            ( AngDeg         angDesiredAngle,				double         dSpeed            );		AngDeg        getActualTurnAngle         ( AngDeg         angActualAngle,				double         dSpeed            );		double        getPowerForDash            ( VecPosition    posRelTo,				AngDeg         angBody,				VecPosition    vel,				double         dEffort           );		////////////////////////// VARIOUS (WorldModel.C) ////////////////////////////		// constructor		WorldModel                               ( ServerSettings *ss,				PlayerSettings *ps,				Formations     *fs               );		// print information about WorldModel		void          show                       ( ostream        &os = cout        );		void          show                       ( ObjectSetT     set,				ostream        &os = cout        );		void          showQueuedCommands         ( ostream        &os = cout        );		void          show                       ( ObjectT        o,				ostream        &os = cout        );		// methods that deal with timing information		bool          waitForNewInformation      (                                  );		// methods that deal with debugging		void          logObjectInformation       ( int            iLogLevel,				ObjectT        o                 );		///////////////////////////////////////////////////////////////////////////////		//                                  ORIT                                     //		///////////////////////////////////////////////////////////////////////////////		bool          isMyFreeKick               (                                  );		bool          isMyCornerKick             (                                  );		bool          isMyOffsideKick            (                                  );		ViewAngleT    getViewAngle               (                                  );                int           getPosArea                 ( VecPosition pos                  );                int           getNrCyclesBallToPoint     ( double      ballSpeed,                                                            VecPosition posTo                );                double        getEndSpeedFromFirstSpeed  (double ballSpeed, VecPosition posTo);		///////////////////////////////////////////////////////////////////////////////		bool          canSmartPassBallToTmt      ( PassT       passT,                                	             	   ObjectT     &tmt,                     							   VecPosition &posPass             );		bool          getBallByOpp               ( VecPosition posBallPre,            				                           int         t, 			                    				   double      &minDistToOpp        );		bool          isPosOutOfCourt            ( VecPosition pos                  );                double        getAgentShootProbability   ( VecPosition & posShoot           );                double        Fi                         ( double      x                    );                bool          canDribble                 ( AngDeg      & angDribble, 			                                       DribbleT    dribbleT             );                bool          canSmartPassBallToTmt      ( ObjectT     &tmt, 			                                       AngDeg      &angPass, 			                                       double      &speedPass           );		bool          canPassBallToTmt           ( ObjectT     tmt, 			                                       AngDeg      &angPass, 			                                       double      &speedPass           );                VecPosition   getMyStrategicPosition     ( int         iPlayer = -1         ); };#endif

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -