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Soccer software, robot firmware
gameplay.skills.line_kick_receive.LineKickReceive Class Reference

LineKickReceive accepts a receive_point as a parameter and gets setup there to catch the ball It transitions to the 'aligned' state once it's there within its error thresholds and is steady Set its 'ball_kicked' property to True to tell it to dynamically update its position based on where the ball is moving and attempt to catch it. More...

Classes

class  State
 

Public Member Functions

def __init__ (self, captureFunction=(lambda:skills.capture.Capture()))
 
def ball_kicked (self)
 
def ball_kicked (self, value)
 
def receive_point (self)
 The point that the receiver should expect the ball to hit it's mouth Default: None.
 
def receive_point (self, value)
 
def errors_below_thresholds (self)
 returns True if we're facing the right direction and in the right position and steady
 
def on_exit_start (self)
 
def execute_aligning (self)
 
def on_enter_receiving (self)
 
def execute_receiving (self)
 
def on_exit_receiving (self)
 
def check_failure (self)
 TODO ADD FAILURE CHECKER FOR FORWARD PASS RECEIVE return currently returns false always.
 
def role_requirements (self)
 prefer a robot that's already near the receive position
 
def __str__ (self)
 
- Public Member Functions inherited from gameplay.single_robot_composite_behavior.SingleRobotCompositeBehavior
def __init__
 Constructor. More...
 
def autorestart (self)
 
def autorestart
 
def add_subbehavior
 we over-ride this to enforce the rule that there can't be more than one subbehavior
 
def has_subbehaviors (self)
 
def role_requirements (self)
 
def assign_roles (self, assignments)
 
def __str__ (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 Member Functions inherited from gameplay.composite_behavior.CompositeBehavior
def __init__
 
def add_subbehavior
 
def remove_subbehavior
 
def has_subbehavior_with_name
 
def has_subbehaviors (self)
 
def subbehavior_with_name
 
def subbehaviors_by_name (self)
 
def remove_all_subbehaviors (self)
 
def all_subbehaviors (self)
 Returns a list of all subbehaviors.
 
def all_subbehaviors_completed (self)
 
def spin (self)
 Override StateMachine.spin() so we can call spin() on subbehaviors.
 
def handle_subbehavior_exception (self, name, exception)
 Override point for exception handling this is called whenever a subbehavior throws an exception during spin() subclasses of CompositeBehavior can override this to perform custom actions, such as removing the offending subbehavior the default implementation logs the exception and re-raises it.
 
def role_requirements (self)
 returns a tree of role_requirements
 
def assign_roles (self, assignments)
 
def __str__ (self)
 

Public Attributes

 ball_kicked
 
 target
 
 captureFunction
 
 receive_point
 
 kicked_time
 
- Public Attributes inherited from gameplay.single_robot_composite_behavior.SingleRobotCompositeBehavior
 autorestart
 
 robot
 
 robot_shell_id
 
- Public Attributes inherited from gameplay.single_robot_behavior.SingleRobotBehavior
 robot
 

Static Public Attributes

float PositionErrorThreshold = 0.1
 how much we're allowed to be off in the direction of the pass line
 

Detailed Description

LineKickReceive accepts a receive_point as a parameter and gets setup there to catch the ball It transitions to the 'aligned' state once it's there within its error thresholds and is steady Set its 'ball_kicked' property to True to tell it to dynamically update its position based on where the ball is moving and attempt to catch it.

It will move to the 'completed' state if it catches the ball, otherwise it will go to 'failed'.

+ Inheritance diagram for gameplay.skills.line_kick_receive.LineKickReceive:
+ Collaboration diagram for gameplay.skills.line_kick_receive.LineKickReceive:

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