GT RoboCup SSL
Soccer software, robot firmware
gameplay.skills.aim.Aim Class Reference

Classes

class  State
 

Public Member Functions

def __init__ (self)
 
def target_point (self)
 
def target_point (self, value)
 
def error_threshold (self)
 
def error_threshold (self, value)
 
def max_steady_ang_vel (self)
 
def max_steady_ang_vel (self, value)
 
def dribbler_power (self)
 
def dribbler_power (self, value)
 
def desperate_timeout (self)
 
def desperate_timeout (self, value)
 
def fine_timeout (self)
 
def fine_timeout (self, value)
 
def course_timeout (self)
 
def course_timeout (self, value)
 
def min_steady_duration (self)
 
def min_steady_duration (self, value)
 
def is_aimed (self)
 
def is_steady (self)
 
def fumbled (self)
 
def current_shot_point (self)
 
def recalculate (self)
 
def on_exit_start (self)
 
def is_desperate (self)
 
def execute_running (self)
 
def __str__ (self)
 
def role_requirements (self)
 
- Public Member Functions inherited from gameplay.single_robot_behavior.SingleRobotBehavior
def __init__ (self, continuous)
 
def execute_running (self)
 
def role_requirements (self)
 
def assign_roles
 
def __str__ (self)
 
- Public Member Functions inherited from gameplay.behavior.Behavior
def __init__
 
def add_state (self, state, parent_state=None)
 
def is_done_running (self)
 
def terminate (self)
 Transitions the Behavior into a terminal state (either completed or cancelled)
 
def behavior_state (self)
 returns a state in Behavior.State that represents what the behaviors is doing use this instead of the property if you want to avoid dealing with custom subclass substates
 
def is_continuous (self)
 The Behavior's termination behavior noncontinuous: a behavior that accomplishes a specific task, then completes (example: shooting at the goal) continuous: a behavior that continually runs until told to stop (example: zone defense)
 
def __str__ (self)
 
def role_requirements (self)
 Returns a tree of RoleRequirements keyed by subbehavior reference name This is used by the dynamic role assignment system to intelligently select which robot will run which behavior.
 
def assign_roles (self, assignments)
 assignments is a tree of (RoleRequirements, OurRobot) tuples Same tree structure as the role_requirements() return value, but tuples instead of RoleRequirements as leaf nodes
 
- Public Member Functions inherited from gameplay.fsm.StateMachine
def __init__ (self, start_state)
 
def start_state (self)
 
def restart (self)
 Resets the FSM back into the start state.
 
def add_state (self, state, parent_state=None)
 Registers a new state (which can optionally be a substate of an existing state)
 
def spin (self)
 Runs the FSM checks transition conditions for all edges leading away from the current state if one evaluates to true, we transition to it if more than one evaluates to true, we throw a RuntimeError.
 
def add_transition
 
def transition (self, new_state)
 
def is_in_state (self, state)
 
def state_is_substate (self, state, possible_parent)
 
def corresponding_ancestor_state (self, ancestors)
 
def ancestors_of_state (self, state)
 
def as_graphviz (self)
 
def write_diagram_png
 
def state (self)
 

Public Attributes

 target_point
 
 error_threshold
 
 max_steady_ang_vel
 
 min_steady_duration
 
 dribbler_power
 
 last_ball_time
 
 course_timeout
 
 fine_timeout
 
 startBallLocation
 
- Public Attributes inherited from gameplay.single_robot_behavior.SingleRobotBehavior
 robot
 
+ Inheritance diagram for gameplay.skills.aim.Aim:
+ Collaboration diagram for gameplay.skills.aim.Aim:

The documentation for this class was generated from the following file: