class SimplePlayer


継承:


public メンバ
[more]static const Flt dfltTrapHardness
[more]static const Int dfltWaitMargin
[more]static const Int SeenMargin

public メンバ関数
[more] SimplePlayer()
[more] ITK_DEF_ACCESS(FieldState & taughtState(), { return _taughtState ; })
[more] ITK_DEF_ACCESS(virtual FieldState & currentState(), { return _currentState ; })
[more] ITK_DEF_ACCESS(CycleStep & bctime(), { return _bctime ; })
[more] ITK_DEF_ACCESS(PosDir & myposdir(), { return currentState().myposdir() ; })
[more] ITK_DEF_ACCESS(Angle & myneck(), { return currentState().neckAngle() ; })
[more] ITK_DEF_ACCESS(Flt & velConf(), { return currentState().velConf() ; })
[more] ITK_DEF_ACCESS(Bool & outofFieldP(), { return currentState().outofFieldP() ; })
[more] ITK_DEF_ACCESS(FieldState::Object & ball(), { return currentState().ball() ; })
[more] ITK_DEF_ACCESS(Vec & ballvel(), { return currentState().ballvel() ; })
[more] ITK_DEF_ACCESS(FieldState::Object & teammate(UInt i), { return currentState().teammate(i) ; })
[more] ITK_DEF_ACCESS(FieldState::Object & opponent(UInt i), { return currentState().opponent(i) ; })
[more] ITK_DEF_ACCESS(FieldState::Object & player(UInt i), { return currentState().player(i) ; })
[more] ITK_DEF_ACCESS(FieldState & stateEntry(UInt cycle), { return _stateHistory[cycle] ; })
[more]FieldState& pushState(const CycleStep & time, const FieldState & s)
[more]WorldModel::State& estState()
[more]WorldModel::State& estState(Int t)
[more]WorldModel::Object& estSelf()
[more]WorldModel::Object& estSelf(Int t)
[more]WorldModel::Object& estBall()
[more]WorldModel::Object& estBall(Int t)
[more]Vec& estSelfPos()
[more]Vec& estSelfPos(Int t)
[more]Vec& estSelfVel()
[more]Vec& estSelfVel(Int t)
[more]Vec& estBallPos()
[more]Vec& estBallPos(Int t)
[more]Vec& estBallVel()
[more]Vec& estBallVel(Int t)
[more]virtual Bool analyzeSensorSee()
[more]virtual Bool analyzeSensorHear()
[more]virtual Bool analyzeSensorSenseBody()
[more]virtual Bool analyzeSensorFullState()
[more]Bool waitNextBestComTime(UInt marginMS = 50)
[more]virtual Bool move(const Flt & x, const Flt & y)
[more]Bool move(const Vec & pos)
[more]virtual Bool turn(const Flt & moment)
[more]virtual Bool dash(const Flt & power)
[more]virtual Bool kick(const Flt & power, const Flt & dir)
[more]virtual Bool gcatch(const Flt & dir)
[more]virtual Bool head(const Flt & dir)
[more]virtual Bool say(const SubString & msg)
[more]Bool say(const char* msg)
[more]virtual Bool sendCommandPre(Bool bodyp)
[more]virtual Bool turnTo(const Flt adir)
[more]virtual Bool turnToRel(const Vec & rpos)
[more]virtual Bool turnToAbs(const Vec & apos)
[more]virtual Bool kickTo(const Flt & power, const Flt & adir)
[more]virtual Bool kickToRel(const Flt & power, const Vec & rpos)
[more]virtual Bool kickToAbs(const Flt & power, const Vec & apos)
[more]virtual Bool trapBall(Flt hardness = dfltTrapHardness)
[more]virtual Bool trapKickTo(const Flt & power, const Flt & adir, Flt hardness = dfltTrapHardness)
[more]virtual Bool trapKickToRel(const Flt & power, const Vec & rpos, Flt hardness = dfltTrapHardness)
[more]virtual Bool trapKickToAbs(const Flt & power, const Vec & apos, Flt hardness = dfltTrapHardness)
[more]virtual Bool gcatchTo(const Flt & adir)
[more]virtual Bool gcatchToRel(const Vec & rpos)
[more]virtual Bool gcatchToAbs(const Vec & apos)
[more]virtual Bool headTo(const Angle & adir)
[more]virtual Bool headToRel(const Vec & rpos)
[more]virtual Bool headToAbs(const Vec & apos)
[more]Bool swingBall1(Flt radius, Flt dirstep)
[more]Bool swingBallN(Int n, Flt radius, Flt dirstep, Bool stopp = True, Int waitmargin = dfltWaitMargin)
[more]Bool swingBallTo(Flt tdir, Flt radius, Flt dirstep, Bool shorterAngle = True, Bool stopp = True, Int waitmargin = dfltWaitMargin)
[more]Bool swingBallToRel(Pos rpos, Flt radius, Flt dirstep, Bool shorterAngle = True, Bool stopp = True, Int waitmargin = dfltWaitMargin)
[more]Bool swingBallToAbs(Pos apos, Flt radius, Flt dirstep, Bool shorterAngle = True, Bool stopp = True, Int waitmargin = dfltWaitMargin)
[more]Bool dribble1To(Flt tdir, Flt power, Flt keepdir, Flt keepdist, Flt dirstep, Int waitmargin)
[more]Bool isBallSeenRecently(Int margin = SeenMargin) const
[more]Bool isMyPosEstimatedRecently(Int margin = SeenMargin) const
[more]Bool kickable() const
[more]Bool isInPenaltyArea(const Pos & pos, Flt margin = 0.0) const
[more]Bool gcatchable() const
[more]Bool canMove() const
[more]Bool shouldBeInitPos() const
[more]Bool isMyGoalKick() const
[more]Bool isMyKickOff() const
[more]Bool isOpponentKickOff() const
[more]Bool isPlayOn() const
[more]Bool isRestart(Side s) const
[more]Bool isMyRestart() const
[more]Bool isOpponentRestart() const
[more]Bool canPlay() const
[more]Bool canDash() const
[more]virtual void describeAux(ostream & ostr, const Bool detailp = True) const

public クラス
class StateHistory: public RingBufferT<FieldState>


継承ThreadedPlayer:

public メンバ関数
ovirtual Bool scanSensorPre(SimpleSexp & s)
ovirtual Bool scanSensorPost(SimpleSexp & s, Bool result)
oThread* forkSensor()
ostatic void* runSensor(void* p)
ovoid* sensorMainLoop()


継承BasePlayer:

public メンバ関数
oBool init(const char* const shost = DfltSSHost, UInt sport = DfltSSPort, const char* const tname = DfltTeamName, Bool gp = False, Flt proto = DfltSSProto, Bool openp = True, Bool reconnectp = False)
oBool open(Bool reconnectp = False)
ovirtual Bool sendInit()
ovirtual Bool sendReconnect()
ovirtual Bool send()
ovirtual Bool sendMove(Flt x, Flt y)
oBool sendMove(const Vec & pos)
ovirtual Bool sendTurn(Flt power)
ovirtual Bool sendDash(Flt power)
ovirtual Bool sendKick(Flt power, Flt dir)
ovirtual Bool sendCatch(Flt dir)
ovirtual Bool sendTurnNeck(Flt pow)
ovirtual Bool sendSay(const SubString & msg)
ovirtual Bool sendSenseBody()
ovirtual Bool sendChangeView(ViewWidth vw, ViewQuality vq)
ovirtual Bool sendCommandPost(Bool bodyp)
ovirtual Bool recv()
ovirtual Bool cycleSensor()
ovirtual Bool cycleSensorPre()
ovirtual Bool cycleSensorPost(Bool result)
ovirtual Bool scanSensor(SimpleSexp & s)
oBool scanSensor(SimpleSexp* s)
ovirtual Bool terminate()
ostatic void sleep(const UInt & sec = 0, const UInt & msec = 0, const UInt & usec = 0)
ostatic void sleepUntil(const TimeVal & etime)

public クラス
otypedef ScWord * PlayMode


文書

o SimplePlayer()

o ITK_DEF_ACCESS(FieldState & taughtState(), { return _taughtState ; })

o ITK_DEF_ACCESS(virtual FieldState & currentState(), { return _currentState ; })

o ITK_DEF_ACCESS(CycleStep & bctime(), { return _bctime ; })

o ITK_DEF_ACCESS(PosDir & myposdir(), { return currentState().myposdir() ; })

o ITK_DEF_ACCESS(Angle & myneck(), { return currentState().neckAngle() ; })

o ITK_DEF_ACCESS(Flt & velConf(), { return currentState().velConf() ; })

o ITK_DEF_ACCESS(Bool & outofFieldP(), { return currentState().outofFieldP() ; })

o ITK_DEF_ACCESS(FieldState::Object & ball(), { return currentState().ball() ; })

o ITK_DEF_ACCESS(Vec & ballvel(), { return currentState().ballvel() ; })

o ITK_DEF_ACCESS(FieldState::Object & teammate(UInt i), { return currentState().teammate(i) ; })

o ITK_DEF_ACCESS(FieldState::Object & opponent(UInt i), { return currentState().opponent(i) ; })

o ITK_DEF_ACCESS(FieldState::Object & player(UInt i), { return currentState().player(i) ; })

o ITK_DEF_ACCESS(FieldState & stateEntry(UInt cycle), { return _stateHistory[cycle] ; })

oFieldState& pushState(const CycleStep & time, const FieldState & s)

oWorldModel::State& estState()

oWorldModel::State& estState(Int t)

oWorldModel::Object& estSelf()

oWorldModel::Object& estSelf(Int t)

oWorldModel::Object& estBall()

oWorldModel::Object& estBall(Int t)

oVec& estSelfPos()

oVec& estSelfPos(Int t)

oVec& estSelfVel()

oVec& estSelfVel(Int t)

oVec& estBallPos()

oVec& estBallPos(Int t)

oVec& estBallVel()

oVec& estBallVel(Int t)

ovirtual Bool analyzeSensorSee()

ovirtual Bool analyzeSensorHear()

ovirtual Bool analyzeSensorSenseBody()

ovirtual Bool analyzeSensorFullState()

oBool waitNextBestComTime(UInt marginMS = 50)

ovirtual Bool move(const Flt & x, const Flt & y)

oBool move(const Vec & pos)

ovirtual Bool turn(const Flt & moment)

ovirtual Bool dash(const Flt & power)

ovirtual Bool kick(const Flt & power, const Flt & dir)

ovirtual Bool gcatch(const Flt & dir)

ovirtual Bool head(const Flt & dir)

ovirtual Bool say(const SubString & msg)

oBool say(const char* msg)

ovirtual Bool sendCommandPre(Bool bodyp)

ovirtual Bool turnTo(const Flt adir)

ovirtual Bool turnToRel(const Vec & rpos)

ovirtual Bool turnToAbs(const Vec & apos)

ovirtual Bool kickTo(const Flt & power, const Flt & adir)

ovirtual Bool kickToRel(const Flt & power, const Vec & rpos)

ovirtual Bool kickToAbs(const Flt & power, const Vec & apos)

ostatic const Flt dfltTrapHardness

ovirtual Bool trapBall(Flt hardness = dfltTrapHardness)

ovirtual Bool trapKickTo(const Flt & power, const Flt & adir, Flt hardness = dfltTrapHardness)

ovirtual Bool trapKickToRel(const Flt & power, const Vec & rpos, Flt hardness = dfltTrapHardness)

ovirtual Bool trapKickToAbs(const Flt & power, const Vec & apos, Flt hardness = dfltTrapHardness)

ovirtual Bool gcatchTo(const Flt & adir)

ovirtual Bool gcatchToRel(const Vec & rpos)

ovirtual Bool gcatchToAbs(const Vec & apos)

ovirtual Bool headTo(const Angle & adir)

ovirtual Bool headToRel(const Vec & rpos)

ovirtual Bool headToAbs(const Vec & apos)

ostatic const Int dfltWaitMargin

oBool swingBall1(Flt radius, Flt dirstep)

oBool swingBallN(Int n, Flt radius, Flt dirstep, Bool stopp = True, Int waitmargin = dfltWaitMargin)

oBool swingBallTo(Flt tdir, Flt radius, Flt dirstep, Bool shorterAngle = True, Bool stopp = True, Int waitmargin = dfltWaitMargin)

oBool swingBallToRel(Pos rpos, Flt radius, Flt dirstep, Bool shorterAngle = True, Bool stopp = True, Int waitmargin = dfltWaitMargin)

oBool swingBallToAbs(Pos apos, Flt radius, Flt dirstep, Bool shorterAngle = True, Bool stopp = True, Int waitmargin = dfltWaitMargin)

oBool dribble1To(Flt tdir, Flt power, Flt keepdir, Flt keepdist, Flt dirstep, Int waitmargin)

ostatic const Int SeenMargin

oBool isBallSeenRecently(Int margin = SeenMargin) const

oBool isMyPosEstimatedRecently(Int margin = SeenMargin) const

oBool kickable() const

oBool isInPenaltyArea(const Pos & pos, Flt margin = 0.0) const

oBool gcatchable() const

oBool canMove() const

oBool shouldBeInitPos() const

oBool isMyGoalKick() const

oBool isMyKickOff() const

oBool isOpponentKickOff() const

oBool isPlayOn() const

oBool isRestart(Side s) const

oBool isMyRestart() const

oBool isOpponentRestart() const

oBool canPlay() const

oBool canDash() const

ovirtual void describeAux(ostream & ostr, const Bool detailp = True) const


このクラスには、子クラスは存在しない

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