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📄 worldmodel.h

📁 自己写的robocup-2d程序
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/*
Copyright (c) 2000-2003, Jelle Kok, University of Amsterdam
All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:

1. Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.

2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.

3. Neither the name of the University of Amsterdam nor the names of its
contributors may be used to endorse or promote products derived from this
software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/

/*! \file WorldModel.h
<pre>
<b>File:</b>          WorldModel.h
<b>Project:</b>       Robocup Soccer Simulation Team: UvA Trilearn
<b>Authors:</b>       Jelle Kok
<b>Created:</b>       12/02/2001
<b>Last Revision:</b> $ID$
<b>Contents:</b>      class declarations of WorldModel. This class contains
               methods that give information about the current and future
               state of the world (soccer field).
<hr size=2>
<h2><b>Changes</b></h2>
<b>Date</b>             <b>Author</b>          <b>Comment</b>
12/02/2001       Jelle Kok       Initial version created
</pre>
*/

#ifndef _WORLD_MODEL_
#define _WORLD_MODEL_

#include "Objects.h"        // needed for PlayerObject
#include "PlayerSettings.h" // needed for getPlayerDistTolerance
#include "Logger.h"         // needed for Log
#include "Formations.h"     // needed for getStrategicPosition (prediction)
#include <list>

#ifdef WIN32
  #include <windows.h>      // needed for mutex
#else
  #include <pthread.h>      // needed for pthread_mutex
  #include <sys/time.h>     // needed for gettimeofday
#endif


extern Logger Log;          // defined in Logger.C
extern Logger LogDraw;      // defined in Logger.C

#ifdef WIN32
/*! This function shall return the integral value (represented as a double)
    nearest x in the direction of the current rounding mode. The current
    rounding mode is implementation-defined.

    If the current rounding mode rounds toward negative infinity, then rint()
    shall be equivalent to floor() . If the current rounding mode rounds
    toward positive infinity, then rint() shall be equivalent to ceil().
    url: http://www.opengroup.org/onlinepubs/007904975/functions/rint.html */
inline double rint(double x)
{
    return floor(x+0.5);
}

/*! The drand48() function shall return non-negative,
    double-precision, floating-point values, uniformly distributed over the
    interval [0.0,1.0).
    url: http://www.opengroup.org/onlinepubs/007904975/functions/drand48.html*/
inline double drand48()
{
    return ((double)(rand() % 100)) / 100;
}
#endif

/*****************************************************************************/
/********************** CLASS WORLDMODEL *************************************/
/*****************************************************************************/

/*! The Class WorlModel contains all the RoboCup information that is available
    on the field. It contains information about the players, ball, flags and
    lines. Furthermore it contains methods to extract useful information.
    The (large amount of) attributes can be separated into different groups:
    - Environmental information: specific information about the soccer server
    - Match information: general information about the current state of a match
    - Object information: all the objects on the soccer field
    - Action information: actions that the agent has performed

    The methods can also be divided into different groups:
    - Retrieval methods: directly retrieving information of objects
    - Update methods: update world based on new sensory information
    - Prediction methods: predict future states based on past perceptions
    - High-Level methods: deriving high-level conclusions from basic worldstate
*/
class WorldModel
{
private:

  /***************************************************************************/
  /*************************** ATTRIBUTES ************************************/
  /***************************************************************************/

  ////////////////////////// ENVIRONMENTAL INFORMATION ////////////////////////

  ServerSettings *SS;                     /*!< Reference to all server params*/
  PlayerSettings *PS;                     /*!< Reference to all client params*/
  HeteroPlayerSettings pt[MAX_HETERO_PLAYERS]; /*!< info hetero player types */
  Formations     *formations;             /*!< Reference to formation used   */

  ////////////////////////// CURRENT MATCH INFORMATION ////////////////////////

  // time information
  Time          timeLastSeeMessage;      /*!< server time of last see msg    */
  Time          timeLastRecvSeeMessage;  /*!< server time received see msg   */
  Time          timeLastSenseMessage;    /*!< server time of last sense msg  */
  Time          timeLastRecvSenseMessage;/*!< server time received sense msg */
  Time          timeLastHearMessage;     /*!< server time of last hear msg   */
  bool          bNewInfo;                /*!< indicates new info from server */
  Time          timeLastCatch;           /*!< time of last catch by goalie   */
  Time          timeLastRefMessage;      /*!< time of last referee message   */

  // player information
  char          strTeamName[MAX_TEAM_NAME_LENGTH]; /*!< Team name            */
  int           iPlayerNumber;           /*!< player number in soccerserver  */
  SideT         sideSide;                /*!< side where the agent started   */

  // match information
  PlayModeT     playMode;                /*!< current play mode in the game  */
  int           iGoalDiff;               /*!< goal difference                */


  ////////////////////////// OBJECTS //////////////////////////////////////////

  // dynamic objects
  BallObject    Ball;                    /*!< information of the ball        */
  AgentObject   agentObject;             /*!< information of the agent itself*/
  PlayerObject  Teammates[MAX_TEAMMATES];/*!< information of all teammates   */
  PlayerObject  Opponents[MAX_OPPONENTS];/*!< information of all opponents   */
  PlayerObject  UnknownPlayers[MAX_TEAMMATES+MAX_OPPONENTS];
                                        /*!< info unknown players are stored
                                             here til mapped to known player */
  int           iNrUnknownPlayers;       /*!< number of unknown players      */

  // fixed objects
  FixedObject   Flags[MAX_FLAGS];        /*!< all flag information           */
  FixedObject   Lines[MAX_LINES];        /*!< all line information           */

  ////////////////////////// LOCALIZATION INFORMATION /////////////////////////

  static const int iNrParticlesAgent = 100; /*!<nr of particles used to store
                                                agent position               */
  static const int iNrParticlesBall  = 100; /*! nr of particles used to store
                                                ball position and velocity   */
  VecPosition   particlesPosAgent[iNrParticlesAgent]; /*!< particles to store
                                                         agent position      */
  VecPosition   particlesPosBall[iNrParticlesBall];   /*! particles to store
                                                         ball position       */
  VecPosition   particlesVelBall[iNrParticlesBall];   /*! particles to store
                                                         ball velocity       */
  double        dTotalVarVel;
  double        dTotalVarPos;
  ////////////////////////// PREVIOUS ACTION INFORMATION //////////////////////

  // arrays needed to keep track of actually performed actions.
  SoccerCommand queuedCommands[CMD_MAX_COMMANDS];   /*!<all performed commands,
                                                        set by ActHandler    */
  bool          performedCommands[CMD_MAX_COMMANDS];/*!< commands performed in
                                                        last cycle, index is
                                                        CommandT             */
  int           iCommandCounters[CMD_MAX_COMMANDS]; /*!< counters for all
                                                        performed commands   */


  ////////////////////////// VARIOUS //////////////////////////////////////////

  // attributes only applicable to the coach
  Time          timeCheckBall;           /*!< time bsCheckBall applies to    */
  BallStatusT   bsCheckBall;             /*!< state of the ball              */

  // synchronization
#ifdef WIN32
  CRITICAL_SECTION mutex_newInfo;       /*!< mutex to protect bNewInfo       */
  HANDLE           event_newInfo;       /*!< event for bNewInfo              */
#else
  pthread_mutex_t  mutex_newInfo;       /*!< mutex to protect bNewInfo       */
  pthread_cond_t   cond_newInfo;        /*!< cond variable for bNewInfo      */
#endif
  bool          m_bRecvThink;           /*!< think received in sync. mode    */

  // communication
  char          m_strPlayerMsg[MAX_MSG];/*!< message communicated by player  */
  int           m_iCycleInMsg;          /*!< cycle contained in message      */
  Time          m_timePlayerMsg;        /*!< time corresponding to player msg*/
  int           m_iMessageSender;       /*!< player who send message         */
public:
	int getMessageSender() { return m_iMessageSender; }
private:
  char          m_strCommunicate[MAX_SAY_MSG];/*!< string for communicating  */

  // attention to
  ObjectT       m_objFocus;             /*!< object to which is focused.     */

  // offside line
  double        m_dCommOffsideX;        /*!< communicated offside line       */
  Time          m_timeCommOffsideX;     /*!< time Communicated offside line  */

  // feature information
  Feature       m_features[MAX_FEATURES];/*!< features applied to cur. cycle.*/

  // other
  bool          m_bPerformedKick;       /*!<Indicates whether ball was kicked*/

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