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📄 soccerruleaspect.cpp

📁 rcssserver3d Robocup 3D比赛官方指定平台
💻 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: soccerruleaspect.cpp,v 1.41 2008/06/22 12:12:58 sgvandijk 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 "soccerruleaspect.h"#include <salt/random.h>#include <zeitgeist/logserver/logserver.h>#include <oxygen/agentaspect/agentaspect.h>#include <oxygen/physicsserver/body.h>#include <oxygen/sceneserver/scene.h>#include <oxygen/gamecontrolserver/gamecontrolserver.h>#include <soccer/soccerbase/soccerbase.h>#include <soccer/gamestateaspect/gamestateaspect.h>#include <soccer/ballstateaspect/ballstateaspect.h>#include <soccer/agentstate/agentstate.h>using namespace oxygen;using namespace boost;using namespace std;using namespace salt;SoccerRuleAspect::SoccerRuleAspect() :    SoccerControlAspect(),    mBallRadius(0.111),    mGoalPauseTime(3),    mKickInPauseTime(1),    mHalfTime(2.25 * 60),    mFreeKickDist(9.15),    mFreeKickMoveDist(15.15),    mGoalKickDist(1.0),    mAutomaticKickOff(false),    mWaitBeforeKickOff(1.0),    mSingleHalfTime(false),    mSayMsgSize(20),    mAudioCutDist(50.0),    mUseOffside(true),    mFirstCollidingAgent(true),    mNotOffside(false),    mLastModeWasPlayOn(false){    mFreeKickPos = Vector3f(0.0,0.0,mBallRadius);}SoccerRuleAspect::~SoccerRuleAspect(){}voidSoccerRuleAspect::MoveBall(const Vector3f& pos){    mBallBody->SetPosition(pos);    mBallBody->SetVelocity(Vector3f(0,0,0));    mBallBody->SetAngularVelocity(Vector3f(0,0,0));    mBallBody->Enable();}voidSoccerRuleAspect::ClearPlayers(const salt::Vector3f& pos, float radius,                               float min_dist, TTeamIndex idx){    if (idx == TI_NONE || mBallState.get() == 0) return;    std::list<boost::shared_ptr<AgentState> > agent_states;    if (! SoccerBase::GetAgentStates(*mBallState.get(), agent_states, idx))        return;    salt::BoundingSphere sphere(pos, radius);    boost::shared_ptr<oxygen::Transform> agent_aspect;    std::list<boost::shared_ptr<AgentState> >::const_iterator i;    for (i = agent_states.begin(); i != agent_states.end(); ++i)    {        SoccerBase::GetTransformParent(**i, agent_aspect);        // if agent is too close, move it away        Vector3f new_pos = agent_aspect->GetWorldTransform().Pos();        AABB3 agentAABB = SoccerBase::GetAgentBoundingBox(*agent_aspect);        if (sphere.Intersects(agentAABB))        {            float dist = salt::UniformRNG<>(min_dist, min_dist + 2.0)();            if (idx == TI_LEFT)            {                if (pos[0] - dist < -mFieldLength/2.0)                {                    new_pos[1] = pos[1] < 0 ? pos[1] + dist : pos[1] - dist;                } else {                    new_pos[0] = pos[0] - dist;                }            } else {                if (pos[0] + dist > mFieldLength/2.0)                {                    new_pos[1] = pos[1] < 0 ? pos[1] + dist : pos[1] - dist;                } else {                    new_pos[0] = pos[0] + dist;                }            }            SoccerBase::MoveAgent(agent_aspect, new_pos);        }    }}voidSoccerRuleAspect::ClearPlayers(const salt::AABB2& box,                               float min_dist, TTeamIndex idx){    if (idx == TI_NONE || mBallState.get() == 0) return;    std::list<boost::shared_ptr<AgentState> > agent_states;    if (! SoccerBase::GetAgentStates(*mBallState.get(), agent_states, idx))        return;    boost::shared_ptr<oxygen::Transform> agent_aspect;    std::list<boost::shared_ptr<AgentState> >::const_iterator i;    for (i = agent_states.begin(); i != agent_states.end(); ++i)    {        SoccerBase::GetTransformParent(**i, agent_aspect);        // if agent is too close, move it away        Vector3f new_pos = agent_aspect->GetWorldTransform().Pos();        AABB2 agentAABB2 = SoccerBase::GetAgentBoundingRect(*agent_aspect);                if (box.Intersects(agentAABB2))        {            if (idx == TI_LEFT)            {                new_pos[0] = box.minVec[0] -                    salt::UniformRNG<>(min_dist, min_dist * 2.0)();            } else {                new_pos[0] = box.maxVec[0] +                    salt::UniformRNG<>(min_dist, min_dist * 2.0)();            }            SoccerBase::MoveAgent(agent_aspect, new_pos);        }    }}void SoccerRuleAspect::ClearPlayersBeforeKickOff(TTeamIndex idx){    if (idx == TI_NONE || mBallState.get() == 0) return;        // move the non-kick off team to own half field except the center    // circle    TTeamIndex opp = SoccerBase::OpponentTeam(idx);    if ( TI_RIGHT == opp ){        ClearPlayers(mLeftHalf, mFreeKickMoveDist, opp);    }    else {        ClearPlayers(mRightHalf, mFreeKickMoveDist, opp);    }    ClearPlayers(Vector3f(0,0,0), mFreeKickDist, mFreeKickMoveDist,opp);    // move the kick off team to own half field and the center circle    std::list<boost::shared_ptr<AgentState> > agent_states;    if (! SoccerBase::GetAgentStates(*mBallState.get(), agent_states, idx))        return;        salt::AABB2 box;    if ( TI_RIGHT == idx ){        box = mLeftHalf;    }    else{        box = mRightHalf;    }            boost::shared_ptr<oxygen::Transform> agent_aspect;    std::list<boost::shared_ptr<AgentState> >::const_iterator i;    float freeKickDist2 = mFreeKickDist*mFreeKickDist;    for (i = agent_states.begin(); i != agent_states.end(); ++i)    {        SoccerBase::GetTransformParent(**i, agent_aspect);        // if agent is on opponent half field, move it away        AABB2 agentAABB2 = SoccerBase::GetAgentBoundingRect(*agent_aspect);        if (box.Intersects(agentAABB2))        {            Vector3f new_pos = agent_aspect->GetWorldTransform().Pos();            // if agent is in the center circle, do not move it            if ( agentAABB2.minVec.SquareLength() < freeKickDist2                 && agentAABB2.maxVec.SquareLength() < freeKickDist2                 && Vector2f(agentAABB2.minVec.x(),agentAABB2.maxVec.y()).SquareLength() < freeKickDist2                 && Vector2f(agentAABB2.maxVec.x(),agentAABB2.minVec.y()).SquareLength() < freeKickDist2)                continue;                        if (idx == TI_LEFT)            {                new_pos[0] = box.minVec[0] -                    salt::UniformRNG<>(mFreeKickMoveDist, mFreeKickMoveDist * 2.0)();            } else {                new_pos[0] = box.maxVec[0] +                    salt::UniformRNG<>(mFreeKickMoveDist, mFreeKickMoveDist * 2.0)();            }            SoccerBase::MoveAgent(agent_aspect, new_pos);        }    }}voidSoccerRuleAspect::DropBall(){    DropBall(mBallBody->GetPosition());}voidSoccerRuleAspect::DropBall(Vector3f pos){    salt::Vector2f ball_pos(pos.x(), pos.y());    // we do not drop the ball within the penalty area    if (mLeftPenaltyArea.Contains(ball_pos))    {        pos[0] = mLeftPenaltyArea.maxVec[0];        pos[1] = pos.y() < 0 ?            mLeftPenaltyArea.minVec[1] : mLeftPenaltyArea.maxVec[1];    }    else if (mRightPenaltyArea.Contains(ball_pos))    {        pos[0] = mRightPenaltyArea.minVec[0];        pos[1] = pos.y() < 0 ?            mRightPenaltyArea.minVec[1] : mRightPenaltyArea.maxVec[1];    }    MoveBall(pos);    ClearPlayers(pos, mFreeKickDist, mFreeKickMoveDist, TI_LEFT);    ClearPlayers(pos, mFreeKickDist, mFreeKickMoveDist, TI_RIGHT);    mGameState->SetPlayMode(PM_PlayOn);}voidSoccerRuleAspect::UpdateBeforeKickOff(){    // get game control server to check agent count    static shared_ptr<GameControlServer> game_control;    if  (game_control.get() == 0)    {        game_control = shared_dynamic_cast<GameControlServer>            (GetCore()->Get("/sys/server/gamecontrol"));        if (game_control.get() == 0)        {            GetLog()->Error() << "(SoccerRuleAspect) Error: can't get GameControlServer.\n";            return;        }    }    // if no players are connected, just return    if (! game_control->GetAgentCount()) return;    // before the game starts the ball should stay in the middle of    // the playing field    Vector3f pos(0,0,mBallRadius);    MoveBall(pos);    ClearPlayers(mRightHalf, mFreeKickMoveDist, TI_LEFT);    ClearPlayers(mLeftHalf, mFreeKickMoveDist, TI_RIGHT);#if 0    //    // TODO: this has to be tested (compiles and no crashes at least)    mInOffsideLeftPlayers.clear();    mInOffsideRightPlayers.clear();#endif    if (mAutomaticKickOff && mGameState->GetModeTime() > mWaitBeforeKickOff)    {        mGameState->KickOff();    }}voidSoccerRuleAspect::UpdateKickOff(TTeamIndex idx){    ClearPlayersBeforeKickOff(idx);    // if no player touched the ball for mDropBallTime, we move away    // all players and set the play mode to play on    if (mDropBallTime > 0 &&        mGameState->GetModeTime() > mDropBallTime)    {        // Drop the ball at its current position.        // This should always be (0,0) during kickoff.        DropBall(mBallBody->GetPosition());        return;    }    // after the first agent touches the ball move to PM_PLAYON    shared_ptr<AgentAspect> agent;    TTime time;    if (! mBallState->GetLastCollidingAgent(agent,time))    {        return;    }    if (time > mGameState->GetLastModeChange())    {        mGameState->SetPlayMode(PM_PlayOn);    }}voidSoccerRuleAspect::UpdateKickIn(TTeamIndex idx){    // do nothing for the duration of mKickInPauseTime    if (mGameState->GetModeTime() < mKickInPauseTime)    {        return;    }    // move away opponent team    ClearPlayers(mFreeKickPos, mFreeKickDist, mFreeKickMoveDist,                 SoccerBase::OpponentTeam(idx));    // if no player touched the ball for mDropBallTime, we move away    // all players and set the play mode to play on    if (mDropBallTime > 0 &&        mGameState->GetModeTime() > mDropBallTime)    {        DropBall(mFreeKickPos);        return;    }    // after the first agent touches the ball move to PM_PLAY_ON. the    // time when the agent last touches the ball must be after the    // change to the KickIn mode    shared_ptr<AgentAspect> agent;    TTime time;    if (! mBallState->GetLastCollidingAgent(agent,time))    {        GetLog()->Error() << "ERROR: (SoccerRuleAspect) " << "no agent collided yet\n";        return;    }    TTime lastChange = mGameState->GetLastModeChange();    if (time > lastChange)    {        mGameState->SetPlayMode(PM_PlayOn);        GetLog()->Error() << "ERROR: (SoccerRuleAspect) " << "Set Playmode to playon\n";    } else    {        // move the ball back on the ground where it left the playing        // field        MoveBall(mFreeKickPos);    }}//-----------------------------------voidSoccerRuleAspect::UpdateFreeKick(TTeamIndex idx){    // do nothing for the duration of mKickInPauseTime    if (mGameState->GetModeTime() < mKickInPauseTime)    {        return;    }//---------------    salt::Vector2f ball_pos(mFreeKickPos.x(), mFreeKickPos.y());    // we do not drop the ball within the penalty area    if (mLeftPenaltyArea.Contains(ball_pos))    {        mFreeKickPos[0] = mLeftPenaltyArea.maxVec[0];        mFreeKickPos[1] = mFreeKickPos.y() < 0 ?            mLeftPenaltyArea.minVec[1] : mLeftPenaltyArea.maxVec[1];    }    else if (mRightPenaltyArea.Contains(ball_pos))    {        mFreeKickPos[0] = mRightPenaltyArea.minVec[0];        mFreeKickPos[1] = mFreeKickPos.y() < 0 ?            mRightPenaltyArea.minVec[1] : mRightPenaltyArea.maxVec[1];    }    MoveBall(mFreeKickPos);//--------------------------    // move away opponent team    ClearPlayers(mFreeKickPos, mFreeKickDist, mFreeKickMoveDist,                 SoccerBase::OpponentTeam(idx));    // if no player touched the ball for mDropBallTime, we move away    // all players and set the play mode to play on    if (mDropBallTime > 0 &&        mGameState->GetModeTime() > mDropBallTime)    {        DropBall(mFreeKickPos);        return;    }    // after the first agent touches the ball move to PM_PLAY_ON. the    // time when the agent last touches the ball must be after the    // change to the KickIn mode    shared_ptr<AgentAspect> agent;    TTime time;    if (! mBallState->GetLastCollidingAgent(agent,time))    {        GetLog()->Error() << "ERROR: (SoccerRuleAspect) " << "no agent collided yet\n";        return;    }    TTime lastChange = mGameState->GetLastModeChange();    if (time > lastChange)    {        mGameState->SetPlayMode(PM_PlayOn);        GetLog()->Error() << "ERROR: (SoccerRuleAspect) " << "Set Playmode to playon\n";    } else    {        // move the ball back on the ground where it left the playing        // field        MoveBall(mFreeKickPos);    }}//-----------------------------------voidSoccerRuleAspect::UpdateGoalKick(TTeamIndex idx){    // do nothing for the duration of mKickInPauseTime    if (mGameState->GetModeTime() < mKickInPauseTime)    {        return;    }    // move away opponent team    ClearPlayers(idx == TI_LEFT ? mLeftPenaltyArea : mRightPenaltyArea,                 mFreeKickMoveDist, SoccerBase::OpponentTeam(idx));

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