📄 gamestateperceptor.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: gamestateperceptor.cpp,v 1.5 2004/06/09 09:22:27 fruit 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 "gamestateperceptor.h"#include <zeitgeist/logserver/logserver.h>#include <soccer/soccerbase/soccerbase.h>#include <soccer/agentstate/agentstate.h>#include <soccer/gamestateaspect/gamestateaspect.h>using namespace zeitgeist;using namespace oxygen;using namespace boost;using namespace std;GameStatePerceptor::GameStatePerceptor() : oxygen::Perceptor(){ mFirstPercept = true;}GameStatePerceptor::~GameStatePerceptor(){}voidGameStatePerceptor::InsertSoccerParam(Predicate& predicate, const std::string& name){ float value; if (! SoccerBase::GetSoccerVar(*this,name,value)) { return; } ParameterList& element = predicate.parameter.AddList(); element.AddValue(name); element.AddValue(value);}voidGameStatePerceptor::InsertInitialPercept(Predicate& predicate){ // uniform number ParameterList& unumElement = predicate.parameter.AddList(); unumElement.AddValue(string("unum")); unumElement.AddValue(mAgentState->GetUniformNumber()); // team index std::string team; switch (mAgentState->GetTeamIndex()) { case TI_NONE : team = "none"; break; case TI_LEFT : team = "left"; break; case TI_RIGHT : team = "right"; break; } ParameterList& teamElement = predicate.parameter.AddList(); teamElement.AddValue(string("team")); teamElement.AddValue(team); // soccer variables // field geometry parameter InsertSoccerParam(predicate,"FieldLength"); InsertSoccerParam(predicate,"FieldWidth"); InsertSoccerParam(predicate,"FieldHeight"); InsertSoccerParam(predicate,"GoalWidth"); InsertSoccerParam(predicate,"GoalDepth"); InsertSoccerParam(predicate,"GoalHeight"); InsertSoccerParam(predicate,"BorderSize"); // agent parameter InsertSoccerParam(predicate,"AgentMass"); InsertSoccerParam(predicate,"AgentRadius"); InsertSoccerParam(predicate,"AgentMaxSpeed"); // ball parameter InsertSoccerParam(predicate,"BallRadius"); InsertSoccerParam(predicate,"BallMass");}boolGameStatePerceptor::Percept(boost::shared_ptr<PredicateList> predList){ if ( (mGameState.get() == 0) || (mAgentState.get() == 0) ) { return false; } Predicate& predicate = predList->AddPredicate(); predicate.name = "GameState"; predicate.parameter.Clear(); // with the first GameState percept after the player is assigned // to a team it receives info about it's team and unum assignment // along with outher soccer parameters if ( (mFirstPercept) && (mAgentState->GetTeamIndex() != TI_NONE) ) { mFirstPercept = false; InsertInitialPercept(predicate); } // time ParameterList& timeElement = predicate.parameter.AddList(); timeElement.AddValue(string("time")); timeElement.AddValue(mGameState->GetTime()); // playmode ParameterList& pmElement = predicate.parameter.AddList(); pmElement.AddValue(string("playmode")); pmElement.AddValue(SoccerBase::PlayMode2Str(mGameState->GetPlayMode())); return true;}voidGameStatePerceptor::OnLink(){ SoccerBase::GetGameState(*this,mGameState); SoccerBase::GetAgentState(*this,mAgentState);}voidGameStatePerceptor::OnUnlink(){ mGameState.reset(); mAgentState.reset();}
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