rj_gameplay.skill.pivot_kick

Module Contents

Classes

State

Create a collection of name/value pairs.

PivotKick

A pivot kick skill

class rj_gameplay.skill.pivot_kick.State(*args, **kwds)

Bases: enum.Enum

Create a collection of name/value pairs.

Example enumeration:

>>> class Color(Enum):
...     RED = 1
...     BLUE = 2
...     GREEN = 3

Access them by:

  • attribute access:

>>> Color.RED
<Color.RED: 1>
  • value lookup:

>>> Color(1)
<Color.RED: 1>
  • name lookup:

>>> Color['RED']
<Color.RED: 1>

Enumerations can be iterated over, and know how many members they have:

>>> len(Color)
3
>>> list(Color)
[<Color.RED: 1>, <Color.BLUE: 2>, <Color.GREEN: 3>]

Methods can be added to enumerations, and members can have their own attributes – see the documentation for details.

CAPTURE
PIVOT
LINE_KICK
DONE
class rj_gameplay.skill.pivot_kick.PivotKick(robot: stp.rc.Robot = None, pivot_point: numpy.ndarray = None, target_point: numpy.ndarray = None, dribble_speed: float = 1.0, chip: bool = False, kick_speed: float = RobotConstants.MAX_KICK_SPEED, threshold: float = 0.02, priority: int = 1)

Bases: stp.skill.Skill

A pivot kick skill capture -> pivot -> kick

tick(world_state: stp.rc.WorldState) rj_msgs.msg.RobotIntent

Logic for Skill goes here. RobotIntents obtained via Actions.

robot state is updated through super call to this method (i.e. super().tick(world_state))

.msg
param world_state:

Current world state.

return:

A single RobotIntent.

is_done(world_state: stp.rc.WorldState) bool

True when skill is done; False otherwise.

__str__()

Return str(self).

__repr__() str

Return repr(self).