#include <self_object.h>
rcsc::SelfObjectに対する継承グラフ
Public メソッド | |
SelfObject () | |
constructor. just initialize member variables | |
~SelfObject () | |
destructor. nothing to do | |
void | init (const SideID side, const int unum, const bool goalie) |
set uniform number and goalie flag. | |
virtual bool | isSelf () const |
check if this player is self or not | |
const PlayerType & | playerType () const |
get player type parameter | |
bool | posValid () const |
velify global position accuracy | |
bool | velValid () const |
verify velocity accuracy | |
bool | faceValid () const |
verify angle accuracy | |
const Vector2D & | posError () const |
get estimated error of agent's global position | |
const Vector2D & | posPrev () const |
get global position at previous cycle | |
double | speed () const |
get estimated speed | |
const Vector2D & | velError () const |
get estimated error of velocity | |
const AngleDeg & | neck () const |
get estimated neck angle relative to body angle | |
const double & | faceError () const |
get estimated error about angle | |
const ViewWidth & | viewWidth () const |
get current view width | |
const ViewQuality & | viewQuality () const |
get current view quality | |
const GameTime & | catchTime () const |
get last catch performed time | |
int | tackleExpires () const |
get tackle expire count | |
bool | isFreezed () const |
check if body is freezed by tackle effect | |
int | armMovable () const |
get arm movable count | |
const Vector2D & | pointtoPos () const |
get estimated pointing point const reference to the point object | |
const GameTime & | pointtoTime () const |
get pointto action performed time const reference to the time object | |
SideID | attentiontoSide () const |
get current attentioned player's side | |
int | attentiontoUnum () const |
get current attentioned player's uniform number | |
const double & | stamina () const |
get current stamina value | |
const double & | effort () const |
get current effort value | |
const double & | recovery () const |
get current estimated recovery value | |
bool | collisionEstimated () const |
get estimated collistion status | |
bool | hasSensedCollision () const |
get a flag whether agent has a certain collistion info | |
bool | collidesWithNone () const |
get a certain collistion status with no objects | |
bool | collidesWithBall () const |
get a certain collistion status with ball | |
bool | collidesWithPlayer () const |
get a certain collistion status with players | |
bool | collidesWithPost () const |
get a certain collistion status with posts | |
const Vector2D & | lastMove () const |
get last move vector (transformation from previous to current) | |
const Vector2D & | lastMove (const int i) const |
get last 3 move vectors | |
bool | isKickable () const |
get ball kickable status | |
const double & | kickRate () const |
get current estimated kick power rate | |
double | dashRate () const |
get current dash power rate | |
const double & | tackleProbability () const |
get estimated tackle success probability | |
double | kickableArea () const |
get current kickable radius | |
double | catchableArea () const |
get current catchable radius calculated by diagonal length | |
void | update (const ActionEffector &act, const GameTime ¤t) |
update status only using internal info | |
void | updateAfterSense (const BodySensor &sense, const ActionEffector &act, const GameTime ¤t) |
update status using sense_body info | |
void | updateAfterFullstate (const FullstateSensor::PlayerT &my_state, const ActionEffector &act, const GameTime ¤t) |
update status using fullstate info | |
void | updatePos (const Vector2D &pos, const Vector2D &pos_err, const double &face, const double &face_err, const GameTime ¤t) |
update status using see info | |
void | updateByCollision (const Vector2D &pos, const Vector2D &pos_error) |
apply collision effect | |
void | updateAngle (const double &face, const double &face_err, const GameTime ¤t) |
update status using see info. but only angle. | |
void | updateVelDirAfterSee (const BodySensor &sense, const GameTime ¤t) |
adjust velocity direction using observed facing angle and sensed speed | |
void | updateBallInfo (const BallObject &ball) |
update ball related status | |
void | setViewMode (const ViewWidth &w, const ViewQuality &q) |
set view mode | |
void | setPointto (const Vector2D &point, const GameTime &done_time) |
set pointto effect | |
void | setAttentionto (const SideID side, const int unum) |
set attentionto effect | |
double | getSafetyDashPower (const double &dash_power) const |
get dash power to save recovery decay. | |
bool | canTurn (const double &moment) const |
check if agent can turn the specified moment | |
Static Public メソッド | |
static void | set_count_thr (const int pos_thr, const int vel_thr, const int face_thr) |
set accuracy count threshold values. |
void rcsc::SelfObject::set_count_thr | ( | const int | pos_thr, | |
const int | vel_thr, | |||
const int | face_thr | |||
) | [static] |
set accuracy count threshold values.
pos_thr | threshold value for M_pos | |
vel_thr | threshold value for M_vel | |
face_thr | threshold value for M_body and M_face |
void rcsc::SelfObject::init | ( | const SideID | side, | |
const int | unum, | |||
const bool | goalie | |||
) |
set uniform number and goalie flag.
side | side id returned from server | |
unum | uniform number returned from server | |
goalie | true if agent connected as goalie. |
virtual bool rcsc::SelfObject::isSelf | ( | ) | const [inline, virtual] |
check if this player is self or not
rcsc::AbstractPlayerObjectを再定義しています。
const PlayerType& rcsc::SelfObject::playerType | ( | ) | const [inline] |
get player type parameter
bool rcsc::SelfObject::posValid | ( | ) | const |
velify global position accuracy
bool rcsc::SelfObject::velValid | ( | ) | const |
verify velocity accuracy
bool rcsc::SelfObject::faceValid | ( | ) | const |
verify angle accuracy
const Vector2D& rcsc::SelfObject::posError | ( | ) | const [inline] |
get estimated error of agent's global position
const Vector2D& rcsc::SelfObject::posPrev | ( | ) | const [inline] |
get global position at previous cycle
double rcsc::SelfObject::speed | ( | ) | const [inline] |
get estimated speed
const Vector2D& rcsc::SelfObject::velError | ( | ) | const [inline] |
get estimated error of velocity
const AngleDeg& rcsc::SelfObject::neck | ( | ) | const [inline] |
get estimated neck angle relative to body angle
const double& rcsc::SelfObject::faceError | ( | ) | const [inline] |
get estimated error about angle
const ViewWidth& rcsc::SelfObject::viewWidth | ( | ) | const [inline] |
get current view width
const ViewQuality& rcsc::SelfObject::viewQuality | ( | ) | const [inline] |
get current view quality
const GameTime& rcsc::SelfObject::catchTime | ( | ) | const [inline] |
get last catch performed time
int rcsc::SelfObject::tackleExpires | ( | ) | const [inline] |
get tackle expire count
bool rcsc::SelfObject::isFreezed | ( | ) | const [inline] |
check if body is freezed by tackle effect
int rcsc::SelfObject::armMovable | ( | ) | const [inline] |
get arm movable count
SideID rcsc::SelfObject::attentiontoSide | ( | ) | const [inline] |
get current attentioned player's side
int rcsc::SelfObject::attentiontoUnum | ( | ) | const [inline] |
get current attentioned player's uniform number
const double& rcsc::SelfObject::stamina | ( | ) | const [inline] |
get current stamina value
const double& rcsc::SelfObject::effort | ( | ) | const [inline] |
get current effort value
const double& rcsc::SelfObject::recovery | ( | ) | const [inline] |
get current estimated recovery value
bool rcsc::SelfObject::collisionEstimated | ( | ) | const [inline] |
get estimated collistion status
bool rcsc::SelfObject::hasSensedCollision | ( | ) | const [inline] |
get a flag whether agent has a certain collistion info
bool rcsc::SelfObject::collidesWithNone | ( | ) | const [inline] |
get a certain collistion status with no objects
bool rcsc::SelfObject::collidesWithBall | ( | ) | const [inline] |
get a certain collistion status with ball
bool rcsc::SelfObject::collidesWithPlayer | ( | ) | const [inline] |
get a certain collistion status with players
bool rcsc::SelfObject::collidesWithPost | ( | ) | const [inline] |
get a certain collistion status with posts
const Vector2D& rcsc::SelfObject::lastMove | ( | ) | const [inline] |
get last move vector (transformation from previous to current)
const Vector2D& rcsc::SelfObject::lastMove | ( | const int | i | ) | const [inline] |
get last 3 move vectors
bool rcsc::SelfObject::isKickable | ( | ) | const [inline] |
get ball kickable status
const double& rcsc::SelfObject::kickRate | ( | ) | const [inline] |
get current estimated kick power rate
double rcsc::SelfObject::dashRate | ( | ) | const [inline] |
get current dash power rate
const double& rcsc::SelfObject::tackleProbability | ( | ) | const [inline] |
get estimated tackle success probability
double rcsc::SelfObject::kickableArea | ( | ) | const |
get current kickable radius
double rcsc::SelfObject::catchableArea | ( | ) | const |
get current catchable radius calculated by diagonal length
void rcsc::SelfObject::update | ( | const ActionEffector & | act, | |
const GameTime & | current | |||
) |
update status only using internal info
act | internal action info | |
current | current game time |
void rcsc::SelfObject::updateAfterSense | ( | const BodySensor & | sense, | |
const ActionEffector & | act, | |||
const GameTime & | current | |||
) |
update status using sense_body info
sense | sense_body info | |
act | internal action info | |
current | current game time |
void rcsc::SelfObject::updateAfterFullstate | ( | const FullstateSensor::PlayerT & | my_state, | |
const ActionEffector & | act, | |||
const GameTime & | current | |||
) |
update status using fullstate info
my_state | my state in fullstate info | |
act | internal action info | |
current | current game time |
void rcsc::SelfObject::updatePos | ( | const Vector2D & | pos, | |
const Vector2D & | pos_err, | |||
const double & | face, | |||
const double & | face_err, | |||
const GameTime & | current | |||
) |
update status using see info
pos | estimated global position | |
pos_err | estimated error of position | |
face | estimated global neck angle | |
face_err | estimated error of facing angle | |
current | current game time |
apply collision effect
pos | new global position | |
pos_error | estimated maximum position error |
void rcsc::SelfObject::updateAngle | ( | const double & | face, | |
const double & | face_err, | |||
const GameTime & | current | |||
) |
update status using see info. but only angle.
face | estimated global neck angle | |
face_err | estimated error of facing angle | |
current | current game time |
void rcsc::SelfObject::updateVelDirAfterSee | ( | const BodySensor & | sense, | |
const GameTime & | current | |||
) |
adjust velocity direction using observed facing angle and sensed speed
sense | sense_body info | |
current | current game time |
void rcsc::SelfObject::updateBallInfo | ( | const BallObject & | ball | ) |
update ball related status
ball | ball object |
void rcsc::SelfObject::setViewMode | ( | const ViewWidth & | w, | |
const ViewQuality & | q | |||
) | [inline] |
set view mode
w | view width object | |
q | view quality object |
set pointto effect
point | pointing point | |
done_time | action performed time |
void rcsc::SelfObject::setAttentionto | ( | const SideID | side, | |
const int | unum | |||
) | [inline] |
set attentionto effect
side | attentioned player's side | |
unum | attentioned player's uniform number |
double rcsc::SelfObject::getSafetyDashPower | ( | const double & | dash_power | ) | const |
get dash power to save recovery decay.
dash_power | evaluated dash power |
bool rcsc::SelfObject::canTurn | ( | const double & | moment | ) | const |
check if agent can turn the specified moment
moment | required turn moment value |