📄 markopponent.cpp.svn-base
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#include "MarkOpponent.h"SoccerCommand MarkOpponent::primaryAction(){ return primarySoc;}SoccerCommand MarkOpponent::cuncurrentAction(){ return turnNeckToObject( oponnent, primarySoc );}void MarkOpponent::markBall(){ oponnent = WM->getClosestInSetTo(OBJECT_SET_OPPONENTS,WM->getAgentObjectType()); primarySoc = mark(oponnent, 2.0, MARK_BALL);}void MarkOpponent::markBisector(){ oponnent = WM->getClosestInSetTo(OBJECT_SET_OPPONENTS,WM->getAgentObjectType()); primarySoc = mark(oponnent, 2.0, MARK_BISECTOR);}void MarkOpponent::markGoal(){ oponnent = WM->getClosestInSetTo(OBJECT_SET_OPPONENTS,WM->getAgentObjectType()); primarySoc = mark(oponnent, 2.0, MARK_GOAL);}/* ObjectT oponnent = WM->getClosestInSetTo(OBJECT_SET_OPPONENTS,WM->getAgentObjectType()); VecPosition posOpon = WM->getGlobalPosition(oponnent); ACT->putCommandInQueue( soc = mark(oponnent, 2.0, MARK_BALL) ); ACT->putCommandInQueue( turnNeckToObject( oponnent, soc ) ); agentHadBall = false; */
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