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gameplay.skills.pivot_kick.PivotKick Class Reference

Classes

class  State
 

Public Member Functions

def __init__ (self)
 
def facing_opp_goal (self)
 
def opp_robot_blocking (self)
 
def dribbler_power (self)
 
def dribbler_power (self, value)
 
def aim_params (self)
 
def aim_params (self, value)
 
def current_shot_point (self)
 
def is_steady (self)
 
def remove_aim_behavior (self)
 
def on_enter_capturing (self)
 
def on_exit_capturing (self)
 
def set_aim_params (self)
 
def execute_running (self)
 
def on_enter_aiming (self)
 
def execute_aiming (self)
 
def on_exit_aiming (self)
 
def execute_kicking (self)
 
def on_exit_running (self)
 
def role_requirements (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 Member Functions inherited from gameplay.skills._kick._Kick
def __init__ (self)
 
def use_windowing (self)
 if True, uses the window evaluator to choose the best place to aim at target_segment Default: True
 
def use_windowing (self, value)
 
def win_eval_params (self)
 these params are passed to the window evaluator using setattr() Default: {}
 
def win_eval_params (self, value)
 
def target (self)
 The thing we're trying to kick at can be a Segment or a Point setting this property automatically recalculates the target_aim_point Default: the opponent's goal segment.
 
def target (self, value)
 
def shot_obstacle_ignoring_robots (self)
 A list of robots that the shot obstacle doesn't apply to Note: the shot obstacle already doesn't apply to the kicker, you don't have to specify that here Default: [].
 
def shot_obstacle_ignoring_robots (self, value)
 
def aim_target_point (self)
 We calculate the point we're ACTUALLY going to aim at based on the target Segment/Point and other parameters This is that point.
 
def current_shot_point (self)
 Generic compatibility with pivot_kick This method should be overriden if possible.
 
def is_steady (self)
 Generic compatibilty with pivot_kick This method should be overriden if possible.
 
def recalculate_aim_target_point (self)
 we're aiming at a particular point on our target segment, what is this point?
 
def kick_power (self)
 Allows for different kicker/chipper settings, such as for passing with lower power. More...
 
def kick_power (self, value)
 
def chip_power (self)
 
def chip_power (self, value)
 
def use_chipper (self)
 If false, uses straight kicker, if true, uses chipper (if available) Default: False.
 
def use_chipper (self, value)
 
def enable_kick (self)
 If set to False, will get all ready to go, but won't kick/chip just yet Can be used to synchronize between behaviors Default: True.
 
def enable_kick (self, value)
 
def add_shot_obstacle (self, excluded_robots=[])
 creates a polygon obstacle from the ball to the target this obstacle applies to all robots except the kicker and anything specified in the excluded_robots parameter NOTE: this method is not called by _kick, it's up to subclasses/superbehaviors to call it
 
def execute_running (self)
 

Public Attributes

 dribbler_power
 
 aim_params
 
 enable_shot_obstacle
 
- 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
 
- Public Attributes inherited from gameplay.skills._kick._Kick
 enable_kick
 
 use_chipper
 
 kick_power
 
 chip_power
 
 use_windowing
 
 win_eval_params
 
 target
 
 shot_obstacle_ignoring_robots
 
 enable_shot_obstacle
 
 aim_params
 
+ Inheritance diagram for gameplay.skills.pivot_kick.PivotKick:
+ Collaboration diagram for gameplay.skills.pivot_kick.PivotKick:

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