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Soccer software, robot firmware
gameplay.tactics.positions.defender.Defender Class Reference

The Defender behavior positions a robot on a certain area of the field and defends it. More...

Classes

class  Side
 The area of the field this robot should block. More...
 
class  State
 

Public Member Functions

def __init__ (self, side=Side.center)
 
def execute_running (self)
 
def execute_marking (self)
 
def execute_area_marking (self)
 
def find_robot_to_block (self)
 
def block_robot (self)
 
def block_robot (self, value)
 
def side (self)
 
def side (self, value)
 
- 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

 block_robot
 
- Public Attributes inherited from gameplay.single_robot_behavior.SingleRobotBehavior
 robot
 

Detailed Description

The Defender behavior positions a robot on a certain area of the field and defends it.

+ Inheritance diagram for gameplay.tactics.positions.defender.Defender:
+ Collaboration diagram for gameplay.tactics.positions.defender.Defender:

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