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📄 vsv.cpp

📁 FIRA机器人足球赛simurosot5vs5
💻 CPP
📖 第 1 页 / 共 4 页
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	double  distance;
	double turnangle,posangle,vangle;
	double dx,dy;
	double a=SPEED_A;
	double b=SPEED_B;
	double v,v1;
	double f=vmax;
	double s=0;
	int n=0;
	bool face=true;			//判断小车是否是正面前进

	v= sqrt(p->myspeed[robot].x * p->myspeed[robot].x + p->myspeed[robot].y*p->myspeed[robot].y);
	
	dx = pos.x - p->robot[robot].pos.x ;
	dy = pos.y - p->robot[robot].pos.y ;
	
	distance = Distance(p->robot[robot].pos , pos);
	posangle = Atan(dy,dx);

	turnangle = p->robot[robot].rotation - posangle;		//think more!!
	RegulateAngle(turnangle);

	if(turnangle > 90)
	{
		face=false;
		turnangle-=180;
	}
	else if(turnangle < -90)
	{
		face=false;
		turnangle+=180;
	}
	else 
	{
		face=true;
	}

	vangle = p->myspeed[robot].z - p->robot[robot].rotation;
	RegulateAngle(vangle);
	if( vangle <-90 || vangle > 90 )
		v=-v;
	v1=v;

	if(distance > Limiteddis )
	{//it is too early to count the steps
		if(turnangle > Limitedangle || turnangle < -Limitedangle)
		{//adjust angle
			/////////////////测试这一段
			if(turnangle > 20  || turnangle < -20)
				anglespeedmax = 0;
			else if(turnangle > 10  || turnangle < -10)
				anglespeedmax = 125;
			else if(turnangle > 5  || turnangle < -5)
				anglespeedmax = 180;
			else 
				anglespeedmax = 200;
			///////////////测试这一段
			PAngle(env,robot,posangle,anglespeedmax);

		}
		else
		{
			if(face)
				Velocity(env,robot,f,f);
			else
				Velocity(env,robot,-f,-f);
		}//it is time to rush
	}
	else
	{
		if(distance > 1)
		{		//调整角度	return!!!!!!
			if(turnangle > Limitedangle || turnangle < -Limitedangle)
			{	
				Angle(env,robot,posangle);
				return ;
			}

		}

		if(distance < 1)
		{	//停止并转向		return!!!!!!
			if( v<0.5 && v>-0.5)
			{
				Velocity(env,robot,-Xangle,Xangle);
				return	;
			}
		}

		if(true)
		{
			vmax=125;
			if(face)
			{
				f=-vmax;		//减速度  为  0000000
				v1=VelocityOne(v1,-f,-f);		//加速一步
				s=v1;
				do{//whether to reduce
					if(v1 > SPEED_ZERO)	//as i said,this is limited
						v1=VelocityOne(v1,0,0);
					else 
						v1=VelocityOne(v1,f,f);
					s+=v1;
				}while( v1 > 0 );

				s-=v1;

				if(s < distance)
				{//不满足减速条件加速
					Velocity(env,robot,-f,-f);
				}
				else
				{
					if(v > SPEED_ZERO)
						Velocity(env,robot,0,0);
					else
					{
						v1=VelocityOne(v,f,f);		//减速一步
						if( v1 < 0 )
						{
							do{//该降低功率了
								f++;		//f=-vmax;
								v1 = VelocityOne(v,f,f);
							}while( v1 < distance && f < vmax);	
						}
						Velocity(env,robot,f,f);
					}
				}
			}			
			else
			{
				f=vmax;		//减速度!!!!!
				v1=VelocityOne(v1,-f,-f);
				s=v1;
				do{//whether to reduce
					if(v1 < -SPEED_ZERO)	//as i said,this is limited
						v1=VelocityOne(v1,0,0);
					else 
						v1=VelocityOne(v1,f,f);
					s+=v1;
				}while( v1 < -0.1 );

				s-=v1;

				if(s > -distance)
				{//不满足减速条件加速
					Velocity(env,robot,-f,-f);
				}
				else
				{
					if(v < -SPEED_ZERO)
						Velocity(env,robot,0,0);
					else
					{
						v1=VelocityOne(v,f,f);		//减速一步
						if( v1 > 0 )
						{
							do{//该降低功率了
								f--;		//f=-vmax;
								v1 = VelocityOne(v,f,f);
							}while( v1 > -distance && f > -vmax);	
						}
						Velocity(env,robot,f,f);
					}
				}
			}	
		}
	}
}

//
/*PositionBallX 让robot 跑到pos,并且停下来原地旋转,
Xangle	旋转的角速度
limit	控制球和robot的距离

  如果球和队员的距离大于limit则不旋转

*/
//
void PositionBallX(Environment *env,int  robot,Vector3D pos ,double Xangle,double limit) 
{
	Mydata * p;
	p=(Mydata *)env->userData;
	
	double anglespeedmax=0;		//控制转交速度的变量
	double vmax=125;
	double Limitedangle=2;

	if( limit <2.8 )
		limit =2.8;
	double Limiteddis=limit;
	
	double  distance;
	double turnangle,posangle,vangle;
	double dx,dy;
	double a=SPEED_A;
	double b=SPEED_B;
	double v;
	double f=vmax;
	bool face=true;			//判断小车是否是正面前进
	bool turnornot=false ;	//是否旋转,临时变量

	v= sqrt(p->myspeed[robot].x * p->myspeed[robot].x + p->myspeed[robot].y*p->myspeed[robot].y);
	
	dx = pos.x - p->robot[robot].pos.x ;
	dy = pos.y - p->robot[robot].pos.y ;
	
	distance = Distance(p->robot[robot].pos , pos);
	posangle = Atan(dy,dx);

	turnangle = p->robot[robot].rotation - posangle;		//think more!!
	RegulateAngle(turnangle);

	if(turnangle > 90)
	{
		face=false;
		turnangle-=180;
	}
	else if(turnangle < -90)
	{
		face=false;
		turnangle+=180;
	}
	else 
	{
		face=true;
	}

	vangle = p->myspeed[robot].z - p->robot[robot].rotation;
	RegulateAngle(vangle);


	if(distance <  3.2)
		turnornot = true;
	else if(distance < 3.5 && v > 0.5 )
		turnornot = true ;
	else if(distance < 4.5 && v > 0.8)
		turnornot = true ;

	if(distance > Limiteddis  )	//不在旋转范围内  则不转
		turnornot = false ;
	
	if(turnornot)
	{//满足条件 转!!!
		Velocity(env,robot,-Xangle,Xangle);
	}//否则跑位
	else if(turnangle > Limitedangle || turnangle < -Limitedangle)	
	{//adjust angle
		/////////////////测试这一段
		if(turnangle > 60  || turnangle < -60)
			anglespeedmax = 0;
		else if(turnangle > 30  || turnangle < -30)
			anglespeedmax = 100;
		else if(turnangle > 10  || turnangle < -10)
			anglespeedmax = 150;
		else 
			anglespeedmax = 200;
		///////////////测试这一段
		PAngle(env,robot,posangle,anglespeedmax);

	}
	else
	{
		if(face)
			Velocity(env,robot,f,f);
		else
			Velocity(env,robot,-f,-f);
	}//it is time to rush

}

//
/*PositionAndThrough 让robot以最快MAX 冲向pos,中间没有减速控制


*/
//
void PositionAndThrough(Environment *env,int robot,Vector3D pos ,double MAX)
{
	Mydata * p;
	p=(Mydata *)env->userData;
	
	double anglespeedmax=0;		//控制转交速度的变量
	double max=MAX;
	double Limitedangle=2;
	double Limiteddis=0;
	double  distance;
	double turnangle,posangle,vangle;
	double dx,dy;
	double a=SPEED_A;
	double b=SPEED_B;
	double v,v1;
	double f;
	double s=0;
	int n=0;
	bool face=true;			//判断小车是否是正面前进

	v= sqrt(p->myspeed[robot].x * p->myspeed[robot].x + p->myspeed[robot].y*p->myspeed[robot].y);
	
	dx = pos.x - p->robot[robot].pos.x ;
	dy = pos.y - p->robot[robot].pos.y ;
	
	distance = Distance(p->robot[robot].pos , pos);
	posangle = Atan(dy,dx);

	turnangle = posangle - p->robot[robot].rotation;		//think more!!
	RegulateAngle(turnangle);

	if(turnangle > 90)
	{
		face=false;
		turnangle-=180;
	}
	else if(turnangle < -90)
	{
		face=false;
		turnangle+=180;
	}
	else 
	{
		face=true;
	}

	vangle = p->myspeed[robot].z - posangle;
	RegulateAngle(vangle);
	if( vangle <-90 || vangle > 90 )
		v=-v;
	v1=v;

	if(distance > Limiteddis)
	{//it is too early to count the steps
		if(turnangle > Limitedangle || turnangle < -Limitedangle)
		{//adjust angle
			/////////////////测试这一段
			if(turnangle > 20  || turnangle < -20)
				anglespeedmax = 0;
			else if(turnangle > 10  || turnangle < -10)
				anglespeedmax = 125;
			else if(turnangle > 5  || turnangle < -5)
				anglespeedmax = 180;
			else 
				anglespeedmax = 200;
			///////////////测试这一段
			PAngle(env,robot,posangle,anglespeedmax);

		}
		else
		{
			f=max;
			if(face)
				Velocity(env,robot,f,f);
			else
				Velocity(env,robot,-f,-f);

		}//it is time to rush

	}
	else
	{


	}//abserlutely count
}

//
/*AngleOne 计算在当前角速度omiga的基础上以左右轮速vl,vr控制,下一个周期达到的角速度
返回  下一个周期达到的角速度
*/
//
double AngleOne(double omiga,double vl,double vr)
{
//		omiga = p->robot[i].rotation - p->myoldpos[i].z ;
//		RegulateAngle(omiga);
	if(vl>125)vl=125;
	if(vl<-125)vl=-125;
	if(vr>125)vr=125;
	if(vr<-125)vr=-125;
	double angle = (vr - vl)/2;

	RegulateAngle(omiga);		//应该没有大于180 的角速度罢

	omiga += ANGLE_A*(ANGLE_B* angle-omiga);

	if( vr > vl )
	{	
		if( vl >= 0 || vr <=0 )
		{
			omiga -= 4 * ANGLE_K * angle * angle;
		}
	}
	else if( vr < vl )
	{	
		if( vr >= 0 || vl <=0 )
		{
			omiga += 4 * ANGLE_K * angle * angle;
		}
	}

	RegulateAngle(omiga);		//应该没有大于180 的角速度罢

	return omiga;

}

//
/*VelocityOne 计算在当前速度speed的基础上以左右轮速vl,vr控制,下一个周期达到的速度
返回  下一个周期达到的速度
*/
//
double VelocityOne(double speed,double vl,double vr)
{
	if(vl>125)vl=125;
	if(vl<-125)vl=-125;
	if(vr>125)vr=125;
	if(vr<-125)vr=-125;

	if(speed > 3 || speed < -3)
		speed =0;

	if( vl==0 && vr==0 )
		speed += -SPEED_ODD * speed;
	else
		speed += SPEED_A*( SPEED_B*(vl +vr)/2-speed);
	return speed;
}



//
/*Count 计算robot跑道pos位置的周期数

*/
//
int Count( Environment *env, int robot,Vector3D pos)
{
	Mydata * p;
	p=(Mydata *)env->userData;
	
	double v=0,s=0;
	double  distance=0;
	int n=0;
	double turnangle=0,vangle=0;
	double posangle=0,sangle=0;
	double dx,dy;

	dx = pos.x - p->robot[robot].pos.x ;
	dy = pos.y - p->robot[robot].pos.y ;
	
	distance = Distance(p->robot[robot].pos , pos);
	posangle = Atan(dy,dx);

//omiga
	turnangle = posangle - p->robot[robot].rotation;		
	RegulateAngle(turnangle);

	if(turnangle > 90)
	{
		turnangle-=180;
	}
	else if(turnangle < -90)
	{
		turnangle+=180;
	}

	double omiga=p->robot[robot].rotation - p->myoldpos[robot].z ;
	RegulateAngle(omiga);

	if( turnangle <0 )
	{
		turnangle = - turnangle;	
		if( omiga < 0)
			omiga= -omiga;
	}

	do{
		omiga=AngleOne(omiga,-120,120);
		sangle+=omiga;
		n++;	
	}while(sangle < turnangle);
	n--;
//omiga	
	v= sqrt(p->myspeed[robot].x * p->myspeed[robot].x + p->myspeed[robot].y*p->myspeed[robot].y);
	vangle = p->myspeed[robot].z - posangle;
	RegulateAngle(vangle);
	if( vangle <-90 || vangle > 90 )
		v=-v;
	do{//跑位的步数
		//还没有考虑反向 是怎么办呢  
		v=VelocityOne(v,110,110);
		s+=v;
		n++;
	}while(s < distance);
	n--;
	return n;
}

//
/*Goalie 让robot守门

*/
//
void Goalie ( Environment *env, int robot )
{//先校正姿态,再去拦球
	Mydata * p;
	p=(Mydata *)env->userData;
	
	Vector3D go;

	double OX=	FLEFT - (GTOP - GBOT);	// 该点为球门中心 向后移动半个球门
	double OY=	(FTOP + FBOT)/2;			//球门中心	
	double ballx=p->curball.x	;
	double bally=p->curball.y	;
	double gx = p->robot[robot].pos.x ;	
	double gx_outline = FLEFT + 2.2;		//对x坐标的限定,防止离球门线太远了
	double gx_inline = FLEFT + 1.8;
	double gy = p->robot[robot].pos.y;		//跑位点,初值为当前位置
	double goalline = FLEFT + 3;
	bool   notout= true;	//不出击
	bool   standby = true;	//限制x 坐标
	bool   XX=false;	//是否旋转

	if( XX && ballx < gx + 0.5 )
	{//旋转
		if(bally < gy && bally > gy-4 )
		{
			Velocity(env,robot,-125,125);
			return ;
		}
		else if(bally > gy && bally < gy+4)
		{
			Velocity(env,robot,125,-125);
			return ;
		}
	}

	gy = OY + ( goalline - OX ) * (bally - OY)/(ballx - OX);
	
	if(notout)
	{
		if(gy > GTOP+3)
			gy = GTOP+3;
		else if(gy < GBOT-3)
			gy = GBOT-3;
	}
	go.y = gy ;

	if(standby)
	{
		if(gx > gx_outline )
			gx = gx_outline;
		else if(gx < gx_inline)
			gx = gx_inline;
	}

	go.x = gx ;
		GoaliePosition(env,robot,go,90,1.5);

}

void Goalie ( Environment *env, int robot,Vector3D pos)
{//先校正姿态,再去拦球
	Mydata * p;
	p=(Mydata *)env->userData;
	
	Vector3D go;
    PredictBall(env,2);
	double ballx=p->preball.x;
	double bally=p->preball.y;
	double gx =pos.x;	

	double gx_outline = pos.x+ 2.2;		
	double gx_inline = pos.x+ 1.8;

	double gy =p->preball.y;	
	double goalline = pos.x+ 3;

	bool   standby = true;	//限制x 坐标



	if(ballx < gx +3&&fabs(p->robot[robot].pos.y-bally)<4){
      Kick(env,robot,CONSTGATE);
		 return ;
	}
	
	go.y = gy ;

	if(standby)
	{
		if(gx > gx_outline )
			gx = gx_outline;
		else if(gx < gx_inline)
			gx = gx_inline;
	}

	go.x = gx ;
		GoaliePosition(env,robot,go,90,1.5);

}

//////
/*Meetball_p	求出robot追到球的最佳位置

*/
//
Vector3D Meetball_p( Environment *env, int robot)
{//求出robot追到球的位置
	Mydata * p;
	p=(Mydata *)env->userData;

	Vector3D meetpoint={0,0,-1};
	double dis=Distance(p->curball,p->robot[robot].pos);

	double t =0 ;
	double vb=0;
	double v=1.9;		//按照最大速度计算
	double pos_angle,b_sp_angle;

	pos_angle = Atan(p->curball.y - p->robot[robot].pos.y , p->curball.x - p->robot[robot].pos.x);
	b_sp_angle = p->ballspeed.z ;
	vb = (p->ballspeed.y * p->ballspeed.y + p->ballspeed.x * p->ballspeed.x);
	t = sin((b_sp_angle - pos_angle) * PI /180);
	t = vb* t*t;
	v=v*v;
	if( v > t )
	{
		v = sqrt( v - t) + sqrt( vb ) * cos((b_sp_angle - pos_angle) * PI /180);
		if( v > 0.1)
		{
			t = dis /v;	//得到步数
			meetpoint.x = p->ballspeed.x *t + p->curball.x ;
			meetpoint.y = p->ballspeed.y *t + p->curball.y ;
			meetpoint.z = t;
		}
	}

	return meetpoint;

}
//////
/*Meetball_y	求出该队员和求相遇的 y 坐标
maxn用于限制追到球的最长的时间(周期数)
*/
//
Vector3D Meetball_y( Environment *env ,double X,double maxn)
{//求出该队员和求相遇的 y 坐标

	Mydata * p;
	p=(Mydata *)env->userData;
	double dx = X -p->curball.x;

	Vector3D meetpoint={0,0,-1};
	

	if( dx > 0 )
	{//球在  左方,目标在右边
		if(p->ballspeed.x > 0.1)
			meetpoint.z = dx / p->ballspeed.x;
	}
	else
	{//球在 右边 ,目标在左方	//dx < 0 
		if(p->ballspeed.x < -0.1)
			meetpoint.z = dx / p->ballspeed.x;
	}

	if( meetpoint.z > 0 )
	{
		meetpoint.x = X;
		meetpoint.y = p->ballspeed.y * meetpoint.z + p->curball.y;
	}
	return meetpoint;

}

//////

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