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📄 behavior.cpp

📁 robocup3d源化码 Nexus3D.tar.gz
💻 CPP
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/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*-this file is part of rcssserver3DFri May 9 2003Copyright (C) 2002,2003 Koblenz UniversityCopyright (C) 2003 RoboCup Soccer Server 3D Maintenance Group$Id: behavior.cpp,v 1.2 2004/02/12 14:07:21 fruit Exp $This program is free software; you can redistribute it and/or modifyit under the terms of the GNU General Public License as published bythe 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 ofMERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See theGNU General Public License for more details.You should have received a copy of the GNU General Public Licensealong with this program; if not, write to the Free SoftwareFoundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.*/#include "behavior.h"using namespace zeitgeist;using namespace std;using namespace boost;using namespace oxygen;using namespace salt;Behavior::Behavior(){}Behavior::~Behavior(){}void Behavior::ProcessInitMessage(){    // Ddata    // After startup, this initialization data message is sent to the    // agent. On a normal startup, data will be empty. On an agent    // migration (see Section 5.3), the data returned by the old agent    // processes will be given to the new agent. An initialization done    // message should be sent once the initialization data has been    // processed and all other startup is complete.    GetLog()->Debug()        << "(Behavior) received init message.\n";    mComm->PutOutput(DoneInitMessage());}void Behavior::ProcessThinkTimeMessage(){    // Ktime    // This is a think time message that notifies the agent how much    // thinking time was used for the last thinking cycle. These are    // only sent if send agent think times is on.    GetLog()->Debug()        << "(Behavior) think Time Message.\n";    // still unsure what the correct behavior is...    mComm->PutOutput(DoneThinkingMessage());}void Behavior::Think(){    // Stime time data    // This is a sensation to be given to the agent. It begins a    // thinking cycle. The first time is the simulation time the    // sensation was generated (also known as the send time) and the    // second is the time that the sensation is delivered to the agent    // (also known as the arrive time). If the parameter send agent send    // time is off, -1 is always sent as the send time, and if the    // parameter send agent arrive time is off, -1 is always sent as the    // arrive time. The data is an arbitrary data string generated by    // the world model. The agent can reply with act messages, and must    // finish with a done thinking message.    mComm->PutOutput(DoneThinkingMessage());}void Behavior::OnLink(){    mWM = shared_dynamic_cast<WorldModel>        (GetCore()->Get("/sys/WorldModel"));    if (mWM.get() == 0)        {            GetLog()->Error() << "ERROR: (Behavior) cannot find WorldModel\n";        }   /* Action = shared_dynamic_cast<Soccer>        (GetCore()->Get("/sys/Soccer"));    if (Action.get() == 0)        {            GetLog()->Error() << "ERROR: (Behavior) cannot find Soccer\n";        }*/    mComm = shared_dynamic_cast<CommServer>        (GetCore()->Get("/sys/CommServer"));    if (mComm.get() == 0)        {            GetLog()->Error() << "ERROR: (Behavior) cannot find CommServer\n";        }}void Behavior::OnUnlink(){    mWM.reset();    mComm.reset();}

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