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enum | BehaviorType {
BehaviorType::PARALLEL,
BehaviorType::SELECTOR,
BehaviorType::SEQUENCE,
BehaviorType::ACTION,
BehaviorType::PRECONDITION
} |
| Type of behavior tree node. More...
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enum | BehaviorState { BehaviorState::RUNNING,
BehaviorState::SUCCESS,
BehaviorState::FAILURE,
BehaviorState::IDLE
} |
| Behavior state. More...
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enum | Posture { Posture::TILTANGLE,
Posture::TWIST
} |
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enum | MyRobotBehavior { CHASE,
ESCAPE,
GOAL,
SUPPLY
} |
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enum | ArmorId { FRONT = 0,
RIGHT = 1,
BACK = 2,
LEFT = 3
} |
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enum | BuffStatus {
RED_RESTORATION = 1,
RED_PROJECTILE_SUPPLIER = 2,
BLUE_RESTORATION = 3,
BLUE_PROJECTILE_SUPPLIER = 4,
NO_SHOOTING = 5,
NO_MOVING = 6,
UNKNOWN_STATUS = 7
} |
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enum | EnemyBuffZone { PROJECTILE_SUPPLIER,
RESTORATION
} |
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enum | RobotType {
RED_1 = 3,
RED_2 = 4,
BLUE_1 = 13,
BLUE_2 = 14,
UNKNOWN_TYPE
} |
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enum | RobotId { MY_ROBOT_1 = 0,
MY_ROBOT_2 = 1,
ENEMY_ROBOT_1 = 2,
ENEMY_ROBOT_2 = 3
} |
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enum | MyColor { RED,
BLUE,
UNKNOWN_COLOR
} |
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enum | Decision { OFFENSIVE
} |
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enum | RobotBehavior {
RobotBehavior::SPIN_FORWARD,
RobotBehavior::SPIN_IN_PLACE,
RobotBehavior::STAY_STILL,
RobotBehavior::KEEP_DIRECTION_MOVE,
RobotBehavior::SET_GIMBAL_ODOM_POSE,
RobotBehavior::SHOOT_AIMED,
RobotBehavior::TOWARD_W_POS_SHOOT
} |
| Basic action of robot. More...
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enum | Signal { Signal::NONE,
Signal::HELP
} |
| Signal for interaction between robot. More...
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enum | StrategyID {
StrategyID::stopMove,
StrategyID::keepDirectionAttackMove,
StrategyID::keepDirectionDefendMove,
StrategyID::captureHomeBloodMove,
StrategyID::captureEnemyBloodMove,
StrategyID::captureBulletsMove,
StrategyID::exploreMove,
StrategyID::stopShoot,
StrategyID::toBetterOppShoot,
StrategyID::toWorseOppShoot
} |
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Prediction system: responsible for predicting all enemy and our robot information
选取合适的点
- 射击分打强的和不强的,跑应与此有对应(
- 跑分为防御跑点和进攻跑点(依据障碍物防御或避开障碍物进攻)
- 跑点应考虑与自身位置的关系(从自身出发的扩展树或遗产算法)
- 跑点应考虑同伴(优先分散)