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gameplay.tactics.positions.submissive_defender.SubmissiveDefender Class Reference

Defender behavior meant to be coordinated in a defense tactic The regular defender does a lot of calculations and figures out where it should be This defender lets someone else (the Defense tactic) handle calculations and blocks things based on it. More...

Classes

class  State
 

Public Member Functions

def __init__ (self)
 
def block_line (self)
 the line we should be on to block The defender assumes that the first endpoint on the line is the source of the threat it's blocking and makes an effort to face towards it
 
def block_line (self, value)
 
def move_target (self)
 where the bot plans to move in order to block the block_line
 
def on_enter_marking (self)
 
def execute_running (self)
 
def execute_marking (self)
 move to a position to block the 'block_line' if no block_line is specified, blocks the ball
 
def on_exit_marking (self)
 
def on_enter_clearing (self)
 
def on_exit_clearing (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 Attributes

 go_clear
 
 safety_multiplier
 
 block_line
 
- 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
 

Detailed Description

Defender behavior meant to be coordinated in a defense tactic The regular defender does a lot of calculations and figures out where it should be This defender lets someone else (the Defense tactic) handle calculations and blocks things based on it.

The submissive defender takes in a block line via setter- this should be the line between the threat and the point on the goal the threat is likely to shoot at The submissive defender will place itself on the block line, just outside the goal box (exact amount depends on the value of the _defend_goal_radius param).

+ Inheritance diagram for gameplay.tactics.positions.submissive_defender.SubmissiveDefender:
+ Collaboration diagram for gameplay.tactics.positions.submissive_defender.SubmissiveDefender:

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