GT RoboCup SSL
Soccer software, robot firmware
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pushes the ball by bumping into it More...
Classes | |
class | State |
Public Member Functions | |
def | __init__ (self) |
def | target (self) |
the Point we're trying to bump the ball towards | |
def | target (self, value) |
def | facing_err_above_threshold (self) |
def | target_line (self) |
def | execute_lineup (self) |
def | execute_charge (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 | |
Public Attributes inherited from gameplay.single_robot_behavior.SingleRobotBehavior | |
robot | |
pushes the ball by bumping into it