public void PauseVehicle() { this.commanded_engine_torque = 0; this.commanded_master_cylinder_pressure = 40; this.commanded_steering_wheel = 0; carMode = CarMode.Pause; acceptCommands = false; }
public void MessageArrived(string channelName, object message) { if (channelName == "PositionChannel") { this.vehicleState = (VehicleState)message; } else if (channelName == "ArbiterInformationChannel") { this.ArbiterInformation = (ArbiterInformation)message; } else if (channelName == "CarMode") { this.CarMode = (CarMode)message; } else if (channelName == "ObservedVehicleChannel") { this.observedVehicles = (ObservedVehicles)message; } else if (channelName == "ObservedObstacleChannel") { this.observedObstacles = (ObservedObstacles)message; } else if (channelName == "FakeVehicleChannel") { this.fakeVehicles = (ObservedVehicles)message; } else { throw new ArgumentException("Unknown Channel", channelName); } }
/// <summary> /// Updates the ai with a new mission if can /// </summary> /// <param name="mission"></param> /// <returns></returns> public override bool UpdateMission(ArbiterMissionDescription mission) { try { ArbiterOutput.Output("Setting new mission"); CarMode carMode = CoreCommon.Communications.GetCarMode(); if (carMode == CarMode.Pause || carMode == CarMode.Human) { if (mission != null) { // create roads and mission CoreCommon.RoadNetwork.SetSpeedLimits(mission.SpeedLimits); this.arbiterMissionDescription = mission; CoreCommon.Mission = mission; return(true); } else { ArbiterOutput.Output("Mission must have value"); } } else { ArbiterOutput.Output("Cannot set mission when car is in CarMode: " + carMode.ToString()); } } catch (Exception ex) { ArbiterOutput.Output("UpdateMission(ArbiterMissionDescription mission) Failed", ex); } return(false); }
public void SetRunMode(CarMode mode) { this.carMode = mode; if (carMode == CarMode.Run) { acceptCommands = true; } else { acceptCommands = false; } }
/// <summary> /// Constructor /// </summary> /// <param name="currentArbiterState"></param> /// <param name="internalCarMode"></param> /// <param name="fullRoute"></param> /// <param name="routeTime"></param> /// <param name="actionPoint"></param> /// <param name="currentGoal"></param> /// <param name="goals"></param> /// <param name="behavior"></param> public ArbiterInformation(string currentArbiterState, CarMode internalCarMode, FullRoute fullRoute, double routeTime, RndfWaypointID actionPoint, RndfWaypointID currentGoal, Queue <RndfWaypointID> goals, Behavior behavior, VehicleState planningState) { this.CurrentArbiterState = currentArbiterState; this.InternalCarMode = internalCarMode; this.FullRoute = fullRoute; this.RouteTime = routeTime; this.ActionPoint = actionPoint; this.CurrentGoal = currentGoal; this.Goals = goals; this.Behavior = behavior; this.PlanningState = planningState; }
/// <summary> /// Constructor /// </summary> /// <param name="currentArbiterState"></param> /// <param name="internalCarMode"></param> /// <param name="fullRoute"></param> /// <param name="routeTime"></param> /// <param name="actionPoint"></param> /// <param name="currentGoal"></param> /// <param name="goals"></param> /// <param name="behavior"></param> public ArbiterInformation(string currentArbiterState, CarMode internalCarMode, FullRoute fullRoute, double routeTime, RndfWaypointID actionPoint, RndfWaypointID currentGoal, Queue<RndfWaypointID> goals, Behavior behavior, VehicleState planningState) { this.CurrentArbiterState = currentArbiterState; this.InternalCarMode = internalCarMode; this.FullRoute = fullRoute; this.RouteTime = routeTime; this.ActionPoint = actionPoint; this.CurrentGoal = currentGoal; this.Goals = goals; this.Behavior = behavior; this.PlanningState = planningState; }
public void OnCarMode(CarTimestamp ct, CarMode mode) { // check if the car mode has changed if (mode != lastCarMode) { Console.WriteLine("car mode changed to " + mode); lastCarMode = mode; // invoke the callback asynchronously so we don't block the reading thread if (CarModeChanged != null) { CarModeChanged.BeginInvoke(this, new CarModeChangedEventArgs(mode, ct), OnCarModeChangedCompleted, CarModeChanged); } } }
public OperationalSimVehicleState(Coordinates position, double speed, double heading, double steeringAngle, TransmissionGear transGear, double engineTorque, double brakePressure, double engineRPM, CarMode carMode, double stopLineDistance, bool stoplineFound, CarTimestamp timestamp) { this.position = position; this.speed = speed; this.heading = heading; this.steeringAngle = steeringAngle; this.transGear = transGear; this.engineTorque = engineTorque; this.brakePressure = brakePressure; this.engineRPM = engineRPM; this.carMode = carMode; this.stopLineDistance = stopLineDistance; this.stoplineFound = stoplineFound; this.timestamp = timestamp; }
/// <summary> /// Sets the mode of the car /// </summary> /// <param name="mode"></param> public override void SetCarMode(CarMode mode) { if (this.ClientArbiter != null) { try { this.DynamicsVehicle.SetRunMode(mode); Console.WriteLine("Set dynamics vehicle run mode to: " + mode.ToString()); } catch (Exception e) { Console.WriteLine("Error setting dynamics vehicle run mode to: " + mode.ToString() + "\n" + e.ToString()); } } }
public void OnActuationStatus( CarTimestamp ct, int version, CarMode carMode, bool steeringActive, bool steeringBypass, bool transActive, bool transBypass, bool throttleActive, bool throttleBypass, bool brakeActive, bool brakeBypass) { Services.Dataset.ItemAs <bool>("trans bypassed").Add(transBypass, ct); }
public void OnCarModeChanged(CarMode newMode) { if (!testMode) { try { if (newMode == CarMode.Human) { // clear out the current behavior Execute(new HoldBrake(), null, false); } } catch (Exception ex) { TraceSource.TraceEvent(TraceEventType.Error, 1, "exception when handling new car mode: {0}", ex); } } }
void OnGUI() { if (menuId == 0) { GUI.Box(new Rect(Screen.width / 2 - 100, Screen.height / 2 - 100, 200, 220), "Menu"); if (GUI.Button(new Rect(Screen.width / 2 - 90, Screen.height / 2 - 40, 180, 30), "Play")) { mode = CarMode.Play; menuId = 1; //Application.LoadLevel(1); } else if (GUI.Button(new Rect(Screen.width / 2 - 90, Screen.height / 2 - 80, 180, 30), "Record")) { mode = CarMode.Record; Application.LoadLevel(1); } else if (GUI.Button(new Rect(Screen.width / 2 - 90, Screen.height / 2, 180, 30), "Save")) { mode = CarMode.Save; //Application.LoadLevel(1); menuId = 1; } else if (GUI.Button(new Rect(Screen.width / 2 - 90, Screen.height / 2 + 80, 180, 30), "Exit")) { Application.Quit(); } } else { GUI.Box(new Rect(Screen.width / 2 - 100, Screen.height / 2 - 100, 200, 220), "Sensors"); if (GUI.Button(new Rect(Screen.width / 2 - 90, Screen.height / 2 - 80, 180, 30), "Good")) { sensorsMode = SensorsMode.GoodSensors; Application.LoadLevel(1); } else if(GUI.Button(new Rect(Screen.width / 2 - 90, Screen.height / 2 - 40, 180, 30), "Bad")) { sensorsMode = SensorsMode.BadSensors; Application.LoadLevel(1); } else if (GUI.Button(new Rect(Screen.width / 2 - 90, Screen.height / 2 + 80, 180, 30), "Back")) { menuId = 0; } } }
public FullSimTransport() { // initialize the car mode to unknown so that we raised the changed event immediately lastCarMode = CarMode.Unknown; // get the DynamicsSimFacade dynamicsSim = (DynamicsSimFacade)CommBuilder.GetObject(DynamicsSimFacade.ServiceName); // set the sim state channel simStateChannel = CommBuilder.GetChannel(OperationalSimVehicleState.ChannelName); obstacleChannel = CommBuilder.GetChannel(SceneEstimatorObstacleChannelNames.UntrackedClusterChannelName); vehicleChannel = CommBuilder.GetChannel(SceneEstimatorObstacleChannelNames.TrackedClusterChannelName); // add ourself as a listern simStateChannel.Subscribe(this); obstacleChannel.Subscribe(this); vehicleChannel.Subscribe(this); }
void transport_CarModeChanged(object sender, CarModeChangedEventArgs e) { if (this.carMode != e.Mode && e.Mode != CarMode.Run) { // clear out the forced car mode on transition forcedCarMode = CarMode.Unknown; } this.carMode = e.Mode; //Console.WriteLine("car mode changed to {0}", e.Mode); if (carModeChannel != null) { carModeChannel.PublishUnreliably(carMode); } Services.BehaviorManager.OnCarModeChanged(carMode); }
public void Command() { while (true) { Console.Write("Mimic > "); string s = Console.ReadLine(); switch (s) { case "exit": return; case "run": carMode = CarMode.Run; break; case "pause": carMode = CarMode.Pause; break; case "human": carMode = CarMode.Human; break; case "connect": this.TryConnect(); break; case "signal": this.displaySignals = this.displaySignals ? false : true; break; case "man": Console.WriteLine("exit"); Console.WriteLine("run"); Console.WriteLine("pause"); Console.WriteLine("human"); Console.WriteLine("connect"); Console.WriteLine("signal"); break; } } }
/// <summary> /// Jumpstarts the ai with a new road network and mission if we can /// </summary> /// <param name="roadNetwork"></param> /// <param name="mission"></param> public override void JumpstartArbiter(ArbiterRoadNetwork roadNetwork, ArbiterMissionDescription mission) { try { ArbiterOutput.Output("Jumpstarting Arbiter"); // warn if carmode not correct CarMode carMode = CoreCommon.Communications.GetCarMode(); if (carMode != CarMode.Pause && carMode != CarMode.Human) { ArbiterOutput.Output("Warning: Vehicle is in CarMode: " + carMode.ToString()); } if (roadNetwork != null && mission != null) { // destroy intelligence if exists this.intelligenceCore.DestroyIntelligence(); // create roads and mission roadNetwork.SetSpeedLimits(mission.SpeedLimits); roadNetwork.GenerateVehicleAreas(); this.arbiterRoadNetwork = roadNetwork; this.arbiterMissionDescription = mission; CoreCommon.RoadNetwork = roadNetwork; CoreCommon.Mission = mission; // startup ai this.intelligenceCore.Jumpstart(); } else { ArbiterOutput.Output("RoadNetwork and Mission must both have value"); } } catch (Exception ex) { ArbiterOutput.Output("JumpstartArbiter(ArbiterRoadNetwork roadNetwork, ArbiterMissionDescription mission) Failed", ex); } }
public void OnActuationStatus( CarTimestamp ct, int version, CarMode carMode, bool steeringActive, bool steeringBypass, bool transActive, bool transBypass, bool throttleActive, bool throttleBypass, bool brakeActive, bool brakeBypass) { Services.Dataset.ItemAs<bool>("trans bypassed").Add(transBypass, ct); }
/// <summary> /// Keeps watch over communications components and determines if any need to be restarted /// </summary> public void Watchdog() { // always loop while (true) { try { if (Arbiter.Core.ArbiterSettings.Default.IgnoreVehicles) { ArbiterOutput.Output("Ignoring Tracked Clusters"); } #region Update Completion reports with 3 Sec Timeout lock (this.recentReports) { List <KeyValuePair <CompletionReport, DateTime> > crs = new List <KeyValuePair <CompletionReport, DateTime> >(); foreach (KeyValuePair <CompletionReport, DateTime> cr in this.recentReports) { TimeSpan diff = DateTime.Now.Subtract(cr.Value); ArbiterOutput.WriteToLog("Comm line 263 test diff.ToString: " + diff.ToString()); if (diff.Seconds < 2 && cr.Value.Date.Equals(DateTime.Now.Date)) { crs.Add(cr); } else { ArbiterOutput.WriteToLog("Removed Completion Report: " + cr.Key.BehaviorType.ToString() + ", " + cr.Key.Result.ToString()); } } this.recentReports = crs; } #endregion #region Check for communications readiness if (!this.CommunicationsReady) { try { // configure this.Configure(); } catch (Exception e) { // notify ArbiterOutput.Output("Error in communications watchdog, configuration"); ArbiterOutput.WriteToLog(e.ToString()); } } if (!this.CommunicationsReady) { try { // make sure nothing else registered this.Shutdown(); // register services this.Register(); } catch (Exception e) { // notify ArbiterOutput.Output("Error in communications watchdog, registration"); ArbiterOutput.WriteToLog(e.ToString()); } } #endregion #region Get Car Mode (Acts as Operational Ping and know then Comms Ready) try { if (this.operationalFacade != null) { // update the car mode this.carMode = this.operationalFacade.GetCarMode(); // set comms ready as true given success if (!this.CommunicationsReady) { this.CommunicationsReady = true; } } else { this.CommunicationsReady = false; } } catch (Exception e) { // notify ArbiterOutput.Output("Error retreiving car mode from operational in watchdog, attempting to reconnect"); // log ArbiterOutput.WriteToLog(e.ToString()); // set comms ready as false this.CommunicationsReady = false; } #endregion } catch (Exception e) { ArbiterOutput.Output("Error in communications watchdog", e); } // wait for cycle time Thread.Sleep(1000); } }
void IChannelListener.MessageArrived(string channelName, object message) { if (message is OperationalSimVehicleState) { OperationalTrace.ThreadTraceSource = TraceSource; Trace.CorrelationManager.StartLogicalOperation("simstate callback"); try { OperationalSimVehicleState state = (OperationalSimVehicleState)message; DatasetSource ds = Services.Dataset; OperationalTrace.WriteVerbose("received operational sim state, t = {0}", state.Timestamp); Services.Dataset.MarkOperation("pose rate", LocalCarTimeProvider.LocalNow); CarTimestamp now = state.Timestamp; ds.ItemAs <Coordinates>("xy").Add(state.Position, now); ds.ItemAs <double>("speed").Add(state.Speed, now); ds.ItemAs <double>("heading").Add(state.Heading, now); ds.ItemAs <double>("actual steering").Add(state.SteeringAngle, now); ds.ItemAs <TransmissionGear>("transmission gear").Add(state.TransmissionGear, now); ds.ItemAs <double>("engine torque").Add(state.EngineTorque, now); ds.ItemAs <double>("brake pressure").Add(state.BrakePressure, now); ds.ItemAs <double>("rpm").Add(state.EngineRPM, now); if (state.TransmissionGear != lastRecvTransGear) { ds.ItemAs <DateTime>("trans gear change time").Add(HighResDateTime.Now, now); lastRecvTransGear = state.TransmissionGear; } lastCarMode = state.CarMode; if (CarModeChanged != null) { CarModeChanged(this, new CarModeChangedEventArgs(lastCarMode, now)); } // build the current relative pose matrix Matrix4 relativePose = Matrix4.Translation(state.Position.X, state.Position.Y, 0) * Matrix4.YPR(state.Heading, 0, 0); relativePose = relativePose.Inverse(); // push on to the relative pose stack Services.RelativePose.PushTransform(now, relativePose); // push the current absolute pose entry AbsolutePose absPose = new AbsolutePose(state.Position, state.Heading, now); Services.AbsolutePose.PushAbsolutePose(absPose); } finally { Trace.CorrelationManager.StopLogicalOperation(); OperationalTrace.ThreadTraceSource = null; } } else if (message is SceneEstimatorUntrackedClusterCollection) { // push to obstacle pipeline Services.ObstaclePipeline.OnUntrackedClustersReceived(((SceneEstimatorUntrackedClusterCollection)message)); } else if (message is SceneEstimatorTrackedClusterCollection) { Services.ObstaclePipeline.OnTrackedClustersReceived((SceneEstimatorTrackedClusterCollection)message); } }
// // Set and get methods // public void StopCar() { carMode = CarMode.Stop; }
public void MoveCarForward() { carMode = CarMode.Forward; }
void IChannelListener.MessageArrived(string channelName, object message) { if (message is OperationalSimVehicleState) { OperationalTrace.ThreadTraceSource = TraceSource; Trace.CorrelationManager.StartLogicalOperation("simstate callback"); try { OperationalSimVehicleState state = (OperationalSimVehicleState)message; DatasetSource ds = Services.Dataset; OperationalTrace.WriteVerbose("received operational sim state, t = {0}", state.Timestamp); Services.Dataset.MarkOperation("pose rate", LocalCarTimeProvider.LocalNow); CarTimestamp now = state.Timestamp; ds.ItemAs<Coordinates>("xy").Add(state.Position, now); ds.ItemAs<double>("speed").Add(state.Speed, now); ds.ItemAs<double>("heading").Add(state.Heading, now); ds.ItemAs<double>("actual steering").Add(state.SteeringAngle, now); ds.ItemAs<TransmissionGear>("transmission gear").Add(state.TransmissionGear, now); ds.ItemAs<double>("engine torque").Add(state.EngineTorque, now); ds.ItemAs<double>("brake pressure").Add(state.BrakePressure, now); ds.ItemAs<double>("rpm").Add(state.EngineRPM, now); if (state.TransmissionGear != lastRecvTransGear) { ds.ItemAs<DateTime>("trans gear change time").Add(HighResDateTime.Now, now); lastRecvTransGear = state.TransmissionGear; } lastCarMode = state.CarMode; if (CarModeChanged != null) { CarModeChanged(this, new CarModeChangedEventArgs(lastCarMode, now)); } // build the current relative pose matrix Matrix4 relativePose = Matrix4.Translation(state.Position.X, state.Position.Y, 0)*Matrix4.YPR(state.Heading, 0, 0); relativePose = relativePose.Inverse(); // push on to the relative pose stack Services.RelativePose.PushTransform(now, relativePose); // push the current absolute pose entry AbsolutePose absPose = new AbsolutePose(state.Position, state.Heading, now); Services.AbsolutePose.PushAbsolutePose(absPose); } finally { Trace.CorrelationManager.StopLogicalOperation(); OperationalTrace.ThreadTraceSource = null; } } else if (message is SceneEstimatorUntrackedClusterCollection) { // push to obstacle pipeline Services.ObstaclePipeline.OnUntrackedClustersReceived(((SceneEstimatorUntrackedClusterCollection)message)); } else if (message is SceneEstimatorTrackedClusterCollection) { Services.ObstaclePipeline.OnTrackedClustersReceived((SceneEstimatorTrackedClusterCollection)message); } }
public static IState FilterStates(CarMode carMode, BehavioralDirector behavioral) { // check run mode if(carMode == CarMode.Run) { // check if goals left if (CoreCommon.Mission.MissionCheckpoints.Count > 0) { // good to go return CoreCommon.CorePlanningState; } // otherwise need to stop else { // no goals left return new NoGoalsLeftState(); } } else if(carMode == CarMode.EStop) { // move to the estopped state return new eStoppedState(); } else if(carMode == CarMode.Human) { // clear out standard (non-intersection) queuing values TacticalDirector.RefreshQueuingMonitors(); // clear other timings behavioral.ResetTiming(); // clear intersection timings if (IntersectionTactical.IntersectionMonitor != null) IntersectionTactical.IntersectionMonitor.ResetTimers(); // human mode return new HumanState(); } else if(carMode == CarMode.Pause || carMode == CarMode.TransitioningFromPause || carMode == CarMode.TransitioningToPause) { // check if the state is a paused state if (CoreCommon.CorePlanningState is PausedState) { // stay paused return CoreCommon.CorePlanningState; } // otherwise we need to go into pause else { // clear other timings behavioral.ResetTiming(); // clear out standard (non-intersection) queuing values TacticalDirector.RefreshQueuingMonitors(); behavioral.tactical.ResetTimers(); if (IntersectionTactical.IntersectionMonitor != null) IntersectionTactical.IntersectionMonitor.ResetTimers(); // make a new paused state with the previous state intact return new PausedState(CoreCommon.CorePlanningState); } } else { // notify of unknown state throw new Exception("Unknown car mode type"); } }
/// <summary> /// Startup the vehicle from a certain position, pass the next state back, /// and initialize the lane agent if possible /// </summary> /// <param name="vehicleState"></param> /// <returns></returns> public IState Startup(VehicleState vehicleState, CarMode carMode) { // check car mode if (carMode == CarMode.Run) { // check areas ArbiterLane al = CoreCommon.RoadNetwork.ClosestLane(vehicleState.Front); ArbiterZone az = CoreCommon.RoadNetwork.InZone(vehicleState.Front); ArbiterIntersection ain = CoreCommon.RoadNetwork.InIntersection(vehicleState.Front); ArbiterInterconnect ai = CoreCommon.RoadNetwork.ClosestInterconnect(vehicleState.Front, vehicleState.Heading); if (az != null) { // special zone startup return new ZoneStartupState(az); } if (ain != null) { if (al != null) { // check lane stuff PointOnPath lanePoint = al.PartitionPath.GetClosest(vehicleState.Front); // get distance from front of car double dist = lanePoint.pt.DistanceTo(vehicleState.Front); // check dist to lane if (dist < al.Width + 1.0) { // check orientation relative to lane Coordinates laneVector = al.GetClosestPartition(vehicleState.Front).Vector().Normalize(); // get our heading Coordinates ourHeading = vehicleState.Heading.Normalize(); // forwards or backwards bool forwards = true; // check dist to each other if (laneVector.DistanceTo(ourHeading) > Math.Sqrt(2.0)) { // not going forwards forwards = false; } // stay in lane if forwards if (forwards) { ArbiterOutput.Output("Starting up in lane: " + al.ToString()); return new StayInLaneState(al, new Probability(0.7, 0.3), true, CoreCommon.CorePlanningState); } else { // Opposing lane return new OpposingLanesState(al, true, CoreCommon.CorePlanningState, vehicleState); } } } // startup intersection state return new IntersectionStartupState(ain); } if (al != null) { // get a startup chute ArbiterLanePartition startupChute = this.GetStartupChute(vehicleState); // check if in a startup chute if (startupChute != null && !startupChute.IsInside(vehicleState.Front)) { ArbiterOutput.Output("Starting up in chute: " + startupChute.ToString()); return new StartupOffChuteState(startupChute); } // not in a startup chute else { PointOnPath lanePoint = al.PartitionPath.GetClosest(vehicleState.Front); // get distance from front of car double dist = lanePoint.pt.DistanceTo(vehicleState.Front); // check orientation relative to lane Coordinates laneVector = al.GetClosestPartition(vehicleState.Front).Vector().Normalize(); // get our heading Coordinates ourHeading = vehicleState.Heading.Normalize(); // forwards or backwards bool forwards = true; // check dist to each other if (laneVector.DistanceTo(ourHeading) > Math.Sqrt(2.0)) { // not going forwards forwards = false; } // stay in lane if forwards if (forwards) { ArbiterOutput.Output("Starting up in lane: " + al.ToString()); return new StayInLaneState(al, new Probability(0.7, 0.3), true, CoreCommon.CorePlanningState); } else { // opposing return new OpposingLanesState(al, true, CoreCommon.CorePlanningState, vehicleState); } } } // fell out ArbiterOutput.Output("Cannot find area to startup in"); return CoreCommon.CorePlanningState; } else { return CoreCommon.CorePlanningState; } }
/// <summary> /// Sets the mode of the car /// </summary> /// <param name="mode"></param> public abstract void SetCarMode(CarMode mode);
public void MoveCarReverse() { carMode = CarMode.Reverse; }
public void RunVehicle() { carMode = CarMode.Run; acceptCommands = true; }
/// <summary> /// Startup the vehicle from a certain position, pass the next state back, /// and initialize the lane agent if possible /// </summary> /// <param name="vehicleState"></param> /// <returns></returns> public IState Startup(VehicleState vehicleState, CarMode carMode) { // check car mode if (carMode == CarMode.Run) { // check areas ArbiterLane al = CoreCommon.RoadNetwork.ClosestLane(vehicleState.Front); ArbiterZone az = CoreCommon.RoadNetwork.InZone(vehicleState.Front); ArbiterIntersection ain = CoreCommon.RoadNetwork.InIntersection(vehicleState.Front); ArbiterInterconnect ai = CoreCommon.RoadNetwork.ClosestInterconnect(vehicleState.Front, vehicleState.Heading); if (az != null) { // special zone startup return(new ZoneStartupState(az)); } if (ain != null) { if (al != null) { // check lane stuff PointOnPath lanePoint = al.PartitionPath.GetClosest(vehicleState.Front); // get distance from front of car double dist = lanePoint.pt.DistanceTo(vehicleState.Front); // check dist to lane if (dist < al.Width + 1.0) { // check orientation relative to lane Coordinates laneVector = al.GetClosestPartition(vehicleState.Front).Vector().Normalize(); // get our heading Coordinates ourHeading = vehicleState.Heading.Normalize(); // forwards or backwards bool forwards = true; // check dist to each other if (laneVector.DistanceTo(ourHeading) > Math.Sqrt(2.0)) { // not going forwards forwards = false; } // stay in lane if forwards if (forwards) { ArbiterOutput.Output("Starting up in lane: " + al.ToString()); return(new StayInLaneState(al, new Probability(0.7, 0.3), true, CoreCommon.CorePlanningState)); } else { // Opposing lane return(new OpposingLanesState(al, true, CoreCommon.CorePlanningState, vehicleState)); } } } // startup intersection state return(new IntersectionStartupState(ain)); } if (al != null) { // get a startup chute ArbiterLanePartition startupChute = this.GetStartupChute(vehicleState); // check if in a startup chute if (startupChute != null && !startupChute.IsInside(vehicleState.Front)) { ArbiterOutput.Output("Starting up in chute: " + startupChute.ToString()); return(new StartupOffChuteState(startupChute)); } // not in a startup chute else { PointOnPath lanePoint = al.PartitionPath.GetClosest(vehicleState.Front); // get distance from front of car double dist = lanePoint.pt.DistanceTo(vehicleState.Front); // check orientation relative to lane Coordinates laneVector = al.GetClosestPartition(vehicleState.Front).Vector().Normalize(); // get our heading Coordinates ourHeading = vehicleState.Heading.Normalize(); // forwards or backwards bool forwards = true; // check dist to each other if (laneVector.DistanceTo(ourHeading) > Math.Sqrt(2.0)) { // not going forwards forwards = false; } // stay in lane if forwards if (forwards) { ArbiterOutput.Output("Starting up in lane: " + al.ToString()); return(new StayInLaneState(al, new Probability(0.7, 0.3), true, CoreCommon.CorePlanningState)); } else { // opposing return(new OpposingLanesState(al, true, CoreCommon.CorePlanningState, vehicleState)); } } } // fell out ArbiterOutput.Output("Cannot find area to startup in"); return(CoreCommon.CorePlanningState); } else { return(CoreCommon.CorePlanningState); } }
/// <summary> /// Keeps watch over communications components and determines if any need to be restarted /// </summary> public void Watchdog() { // always loop while (runCommsWatchdog) { try { #region Check for communications readiness if (!this.CommunicationsReady) { try { // configure this.Configure(); } catch (Exception e) { // notify RemoraOutput.WriteLine("Error in communications watchdog, configuration", OutputType.Remora); Console.WriteLine(e.ToString()); } } if (!this.CommunicationsReady) { try { // make sure nothing else registered this.Shutdown(); // register services this.Register(); } catch (Exception e) { // notify RemoraOutput.WriteLine("Error in communications watchdog, registration", OutputType.Remora); Console.WriteLine(e.ToString()); } } #endregion #region Get Available Machines if in sim if (global::RemoraAdvanced.Properties.Settings.Default.SimMode) { try { // update the machine names Dictionary <string, int> machineNames = this.simulatorFacade.GetClientMachines(); this.ManchineNameUpdate(this, machineNames); // set comms ready as true given success if (!this.CommunicationsReady) { this.CommunicationsReady = true; } } catch (Exception e) { // notify RemoraOutput.WriteLine("Error retreiving client machines from simulation in watchdog, attempting to reconnect", OutputType.Remora); Console.WriteLine(e.ToString()); this.ManchineNameUpdate(this, new Dictionary <string, int>()); // set comms ready as false this.CommunicationsReady = false; } } else { if (!this.CommunicationsReady) { try { this.ResgisterWithClient(); // notify if (RemoraAdvanced.Properties.Settings.Default.LogMode || arbiterRemote.Ping()) { RemoraOutput.WriteLine("Registered with default non-sim client", OutputType.Remora); this.CommunicationsReady = true; } } catch (Exception ex) { RemoraOutput.WriteLine("Error connecting to default non-sim client in watchdog, attempting to reconnect", OutputType.Remora); Console.WriteLine(ex.ToString()); this.CommunicationsReady = false; } } else { // try and ping the ai try { if (!RemoraAdvanced.Properties.Settings.Default.LogMode) { this.arbiterRemote.Ping(); } } catch (Exception e) { RemoraOutput.WriteLine("Error pinging default ai", OutputType.Remora); this.CommunicationsReady = false; Console.WriteLine(e.ToString()); } } } #endregion #region Get Car Mode (Acts as Operational Ping and know then Comms Ready) try { // update the car mode if (this.operationalFacade != null) { this.carMode = this.operationalFacade.GetCarMode(); } } catch (Exception e) { // notify Console.WriteLine(e.ToString()); } #endregion } catch (Exception e) { // notify RemoraOutput.WriteLine("Error in comms watchdog: " + e.ToString(), OutputType.Remora); Console.WriteLine(e.ToString()); } // wait for cycle time Thread.Sleep(5000); } }
public static IState FilterStates(CarMode carMode, BehavioralDirector behavioral) { // check run mode if (carMode == CarMode.Run) { // check if goals left if (CoreCommon.Mission.MissionCheckpoints.Count > 0) { // good to go return(CoreCommon.CorePlanningState); } // otherwise need to stop else { // no goals left return(new NoGoalsLeftState()); } } else if (carMode == CarMode.EStop) { // move to the estopped state return(new eStoppedState()); } else if (carMode == CarMode.Human) { // clear out standard (non-intersection) queuing values TacticalDirector.RefreshQueuingMonitors(); // clear other timings behavioral.ResetTiming(); // clear intersection timings if (IntersectionTactical.IntersectionMonitor != null) { IntersectionTactical.IntersectionMonitor.ResetTimers(); } // human mode return(new HumanState()); } else if (carMode == CarMode.Pause || carMode == CarMode.TransitioningFromPause || carMode == CarMode.TransitioningToPause) { // check if the state is a paused state if (CoreCommon.CorePlanningState is PausedState) { // stay paused return(CoreCommon.CorePlanningState); } // otherwise we need to go into pause else { // clear other timings behavioral.ResetTiming(); // clear out standard (non-intersection) queuing values TacticalDirector.RefreshQueuingMonitors(); behavioral.tactical.ResetTimers(); if (IntersectionTactical.IntersectionMonitor != null) { IntersectionTactical.IntersectionMonitor.ResetTimers(); } // make a new paused state with the previous state intact return(new PausedState(CoreCommon.CorePlanningState)); } } else { // notify of unknown state throw new Exception("Unknown car mode type"); } }
public void PauseVehicle() { lock (lockobj) { this.commanded_engine_torque = 0; this.commanded_master_cylinder_pressure = 35; this.commanded_steering_wheel = 0; carMode = CarMode.Pause; acceptCommands = false; } }
public void ForceCarMode(CarMode forced) { this.forcedCarMode = forced; }
/// <summary> /// Keeps watch over communications components and determines if any need to be restarted /// </summary> public void Watchdog() { // always loop while (runCommsWatchdog) { try { #region Check for communications readiness if (!this.CommunicationsReady) { try { // configure this.Configure(); } catch (Exception e) { // notify RemoraOutput.WriteLine("Error in communications watchdog, configuration", OutputType.Remora); Console.WriteLine(e.ToString()); } } if (!this.CommunicationsReady) { try { // make sure nothing else registered this.Shutdown(); // register services this.Register(); } catch (Exception e) { // notify RemoraOutput.WriteLine("Error in communications watchdog, registration", OutputType.Remora); Console.WriteLine(e.ToString()); } } #endregion #region Get Available Machines if in sim if (global::RemoraAdvanced.Properties.Settings.Default.SimMode) { try { // update the machine names Dictionary<string, int> machineNames = this.simulatorFacade.GetClientMachines(); this.ManchineNameUpdate(this, machineNames); // set comms ready as true given success if (!this.CommunicationsReady) this.CommunicationsReady = true; } catch (Exception e) { // notify RemoraOutput.WriteLine("Error retreiving client machines from simulation in watchdog, attempting to reconnect", OutputType.Remora); Console.WriteLine(e.ToString()); this.ManchineNameUpdate(this, new Dictionary<string, int>()); // set comms ready as false this.CommunicationsReady = false; } } else { if (!this.CommunicationsReady) { try { this.ResgisterWithClient(); // notify if (RemoraAdvanced.Properties.Settings.Default.LogMode || arbiterRemote.Ping()) { RemoraOutput.WriteLine("Registered with default non-sim client", OutputType.Remora); this.CommunicationsReady = true; } } catch (Exception ex) { RemoraOutput.WriteLine("Error connecting to default non-sim client in watchdog, attempting to reconnect", OutputType.Remora); Console.WriteLine(ex.ToString()); this.CommunicationsReady = false; } } else { // try and ping the ai try { if(!RemoraAdvanced.Properties.Settings.Default.LogMode) this.arbiterRemote.Ping(); } catch (Exception e) { RemoraOutput.WriteLine("Error pinging default ai", OutputType.Remora); this.CommunicationsReady = false; Console.WriteLine(e.ToString()); } } } #endregion #region Get Car Mode (Acts as Operational Ping and know then Comms Ready) try { // update the car mode if(this.operationalFacade != null) this.carMode = this.operationalFacade.GetCarMode(); } catch (Exception e) { // notify Console.WriteLine(e.ToString()); } #endregion } catch (Exception e) { // notify RemoraOutput.WriteLine("Error in comms watchdog: " + e.ToString(), OutputType.Remora); Console.WriteLine(e.ToString()); } // wait for cycle time Thread.Sleep(5000); } }
public CarModeChangedEventArgs(CarMode mode, CarTimestamp ct) { this.mode = mode; this.timestamp = ct; }
/// <summary> /// Plans the next maneuver /// </summary> /// <param name="roads"></param> /// <param name="mission"></param> /// <param name="vehicleState"></param> /// <param name="CoreCommon.CorePlanningState"></param> /// <param name="observedVehicles"></param> /// <param name="observedObstacles"></param> /// <param name="coreState"></param> /// <param name="carMode"></param> /// <returns></returns> public Maneuver Plan(VehicleState vehicleState, double vehicleSpeed, SceneEstimatorTrackedClusterCollection observedVehicles, SceneEstimatorUntrackedClusterCollection observedObstacles, CarMode carMode, INavigableNode goal) { // set blockages List<ITacticalBlockage> blockages = this.blockageHandler.DetermineBlockages(CoreCommon.CorePlanningState); #region Travel State if (CoreCommon.CorePlanningState is TravelState) { #region Stay in Lane State if (CoreCommon.CorePlanningState is StayInLaneState) { // get lane state StayInLaneState sils = (StayInLaneState)CoreCommon.CorePlanningState; #region Blockages // check blockages if (blockages != null && blockages.Count > 0 && blockages[0] is LaneBlockage) { // create the blockage state EncounteredBlockageState ebs = new EncounteredBlockageState(blockages[0], CoreCommon.CorePlanningState); // check not from a dynamicly moving vehicle if (blockages[0].BlockageReport.BlockageType != BlockageType.Dynamic) { // go to a blockage handling tactical return new Maneuver(new HoldBrakeBehavior(), ebs, TurnDecorators.NoDecorators, vehicleState.Timestamp); } else ArbiterOutput.Output("Lane blockage reported for moving vehicle, ignoring"); } #endregion // update the total time ignorable have been seen sils.UpdateIgnoreList(); // nav plan to find poi RoadPlan rp = navigation.PlanNavigableArea(sils.Lane, vehicleState.Position, goal, sils.WaypointsToIgnore); // check for unreachable route if (rp.BestPlan.laneWaypointOfInterest.BestRoute != null && rp.BestPlan.laneWaypointOfInterest.BestRoute.Count == 0 && rp.BestPlan.laneWaypointOfInterest.RouteTime >= Double.MaxValue - 1.0) { ArbiterOutput.Output("Removed Unreachable Checkpoint: " + CoreCommon.Mission.MissionCheckpoints.Peek().CheckpointNumber.ToString()); CoreCommon.Mission.MissionCheckpoints.Dequeue(); return new Maneuver(new NullBehavior(), CoreCommon.CorePlanningState, TurnDecorators.NoDecorators, vehicleState.Timestamp); } else if (rp.BestPlan.laneWaypointOfInterest.TimeCostToPoint >= Double.MaxValue - 1.0) { ArbiterOutput.Output("Best Lane Waypoint of Interest is END OF LANE WITH NO INTERCONNECTS, LEADING NOWHERE"); ArbiterOutput.Output("Removed Unreachable Checkpoint: " + CoreCommon.Mission.MissionCheckpoints.Peek().CheckpointNumber.ToString()); CoreCommon.Mission.MissionCheckpoints.Dequeue(); return new Maneuver(new NullBehavior(), CoreCommon.CorePlanningState, TurnDecorators.NoDecorators, vehicleState.Timestamp); } #region Check Supra Lane Availability // if the poi is at the end of this lane, is not stop, leads to another lane, and has no overlapping lanes // or if the poi's best exit is an exit in this lane, is not a stop, has no overlapping lanes and leads to another lane // create supralane // check if navigation is corrent in saying we want to continue on the current lane and we're far enough along the lane, 30m for now if(rp.BestPlan.Lane.Equals(sils.Lane.LaneId)) { // get navigation poi DownstreamPointOfInterest dpoi = rp.BestPlan.laneWaypointOfInterest; // check that the poi is not stop and is not the current checkpoint if(!dpoi.PointOfInterest.IsStop && !(CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId.Equals(dpoi.PointOfInterest.WaypointId))) { // get the best exit or the poi ArbiterInterconnect ai = dpoi.BestExit; // check if exit goes into a lane and not a uturn if(ai != null && ai.FinalGeneric is ArbiterWaypoint && ai.TurnDirection != ArbiterTurnDirection.UTurn) { // final lane or navigation poi interconnect ArbiterLane al = ((ArbiterWaypoint)ai.FinalGeneric).Lane; // check not same lane if (!al.Equals(sils.Lane)) { // check if enough room to start bool enoughRoom = !sils.Lane.Equals(al) || sils.Lane.LanePath(sils.Lane.WaypointList[0].Position, vehicleState.Front).PathLength > 30; if (enoughRoom) { // try to get intersection associated with the exit ArbiterIntersection aInter = CoreCommon.RoadNetwork.IntersectionLookup.ContainsKey(dpoi.PointOfInterest.WaypointId) ? CoreCommon.RoadNetwork.IntersectionLookup[dpoi.PointOfInterest.WaypointId] : null; // check no intersection or no overlapping lanes if (aInter == null || !aInter.PriorityLanes.ContainsKey(ai) || aInter.PriorityLanes[ai].Count == 0) { // create the supra lane SupraLane sl = new SupraLane(sils.Lane, ai, al); // switch to the supra lane state StayInSupraLaneState sisls = new StayInSupraLaneState(sl, CoreCommon.CorePlanningState); sisls.UpdateState(vehicleState.Front); // set return new Maneuver(new NullBehavior(), sisls, TurnDecorators.NoDecorators, vehicleState.Timestamp); } } } } } } #endregion // plan final tactical maneuver Maneuver final = tactical.Plan(CoreCommon.CorePlanningState, rp, vehicleState, observedVehicles, observedObstacles, blockages, vehicleSpeed); // return final maneuver return final; } #endregion #region Stay in Supra Lane State else if (CoreCommon.CorePlanningState is StayInSupraLaneState) { // state StayInSupraLaneState sisls = (StayInSupraLaneState)CoreCommon.CorePlanningState; #region Blockages // check blockages if (blockages != null && blockages.Count > 0 && blockages[0] is LaneBlockage) { // create the blockage state EncounteredBlockageState ebs = new EncounteredBlockageState(blockages[0], CoreCommon.CorePlanningState); // check not from a dynamicly moving vehicle if (blockages[0].BlockageReport.BlockageType != BlockageType.Dynamic) { // go to a blockage handling tactical return new Maneuver(new HoldBrakeBehavior(), ebs, TurnDecorators.NoDecorators, vehicleState.Timestamp); } else ArbiterOutput.Output("Lane blockage reported for moving vehicle, ignoring"); } #endregion // check if we are in the final lane if (sisls.Lane.ClosestComponent(vehicleState.Position) == SLComponentType.Final) { // go to stay in lane return new Maneuver(new NullBehavior(), new StayInLaneState(sisls.Lane.Final, sisls), TurnDecorators.NoDecorators, vehicleState.Timestamp); } // update ignorable sisls.UpdateIgnoreList(); // nav plan to find points RoadPlan rp = navigation.PlanNavigableArea(sisls.Lane, vehicleState.Position, goal, sisls.WaypointsToIgnore); // check for unreachable route if (rp.BestPlan.laneWaypointOfInterest.BestRoute != null && rp.BestPlan.laneWaypointOfInterest.BestRoute.Count == 0 && rp.BestPlan.laneWaypointOfInterest.RouteTime >= Double.MaxValue - 1.0) { ArbiterOutput.Output("Removed Unreachable Checkpoint: " + CoreCommon.Mission.MissionCheckpoints.Peek().CheckpointNumber.ToString()); CoreCommon.Mission.MissionCheckpoints.Dequeue(); return new Maneuver(new NullBehavior(), CoreCommon.CorePlanningState, TurnDecorators.NoDecorators, vehicleState.Timestamp); } // plan Maneuver final = tactical.Plan(CoreCommon.CorePlanningState, rp, vehicleState, observedVehicles, observedObstacles, blockages, vehicleSpeed); // update current state sisls.UpdateState(vehicleState.Front); // return final maneuver return final; } #endregion #region Stopping At Stop State else if (CoreCommon.CorePlanningState is StoppingAtStopState) { // get state StoppingAtStopState sass = (StoppingAtStopState)CoreCommon.CorePlanningState; // check to see if we're stopped // check if in other lane if (CoreCommon.Communications.HasCompleted((new StayInLaneBehavior(null, null, null)).GetType())) { // update intersection monitor if (CoreCommon.RoadNetwork.IntersectionLookup.ContainsKey(sass.waypoint.AreaSubtypeWaypointId)) { // nav plan IntersectionPlan ip = navigation.PlanIntersection(sass.waypoint, goal); // update intersection monitor this.tactical.Update(observedVehicles, vehicleState); IntersectionTactical.IntersectionMonitor = new IntersectionMonitor( sass.waypoint, CoreCommon.RoadNetwork.IntersectionLookup[sass.waypoint.AreaSubtypeWaypointId], vehicleState, ip.BestOption); } else { IntersectionTactical.IntersectionMonitor = null; } // check if we've hit goal if stop is cp if (sass.waypoint.WaypointId.Equals(CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId)) { ArbiterOutput.Output("Stopped at current goal: " + CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId.ToString() + ", Removing"); CoreCommon.Mission.MissionCheckpoints.Dequeue(); if (CoreCommon.Mission.MissionCheckpoints.Count == 0) { return new Maneuver(new HoldBrakeBehavior(), new NoGoalsLeftState(), TurnDecorators.NoDecorators, vehicleState.Timestamp); } } // move to the intersection IState next = new WaitingAtIntersectionExitState(sass.waypoint, sass.turnDirection, new IntersectionDescription(), sass.desiredExit); Behavior b = new HoldBrakeBehavior(); return new Maneuver(b, next, sass.DefaultStateDecorators, vehicleState.Timestamp); } else { // otherwise update the stop parameters Behavior b = sass.Resume(vehicleState, vehicleSpeed); return new Maneuver(b, CoreCommon.CorePlanningState, sass.DefaultStateDecorators, vehicleState.Timestamp); } } #endregion #region Change Lanes State else if (CoreCommon.CorePlanningState is ChangeLanesState) { // get state ChangeLanesState cls = (ChangeLanesState)CoreCommon.CorePlanningState; #region Blockages // check blockages if (blockages != null && blockages.Count > 0 && blockages[0] is LaneChangeBlockage) { // create the blockage state EncounteredBlockageState ebs = new EncounteredBlockageState(blockages[0], CoreCommon.CorePlanningState); // check not from a dynamicly moving vehicle if (blockages[0].BlockageReport.BlockageType != BlockageType.Dynamic) { // go to a blockage handling tactical return new Maneuver(new NullBehavior(), ebs, TurnDecorators.NoDecorators, vehicleState.Timestamp); } else ArbiterOutput.Output("Lane Change blockage reported for moving vehicle, ignoring"); } #endregion // get a good lane ArbiterLane goodLane = null; if(!cls.Parameters.InitialOncoming) goodLane = cls.Parameters.Initial; else if(!cls.Parameters.TargetOncoming) goodLane = cls.Parameters.Target; else throw new Exception("not going from or to good lane"); // nav plan to find poi #warning make goal better if there is none come to stop RoadPlan rp = navigation.PlanNavigableArea(goodLane, vehicleState.Front, CoreCommon.RoadNetwork.ArbiterWaypoints[CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId], new List<ArbiterWaypoint>()); // check current behavior type bool done = CoreCommon.Communications.HasCompleted((new ChangeLaneBehavior(null, null, false, 0, null, null)).GetType()); if (done) { if (cls.Parameters.TargetOncoming) return new Maneuver( new StayInLaneBehavior(cls.Parameters.Target.LaneId, new ScalarSpeedCommand(cls.Parameters.Parameters.RecommendedSpeed), cls.Parameters.Parameters.VehiclesToIgnore, cls.Parameters.Target.ReversePath, cls.Parameters.Target.Width, cls.Parameters.Target.NumberOfLanesRight(vehicleState.Front, !cls.Parameters.InitialOncoming), cls.Parameters.Target.NumberOfLanesLeft(vehicleState.Front, !cls.Parameters.InitialOncoming)), new OpposingLanesState(cls.Parameters.Target, true, cls, vehicleState), TurnDecorators.NoDecorators, vehicleState.Timestamp); else return new Maneuver( new StayInLaneBehavior(cls.Parameters.Target.LaneId, new ScalarSpeedCommand(cls.Parameters.Parameters.RecommendedSpeed), cls.Parameters.Parameters.VehiclesToIgnore, cls.Parameters.Target.LanePath(), cls.Parameters.Target.Width, cls.Parameters.Target.NumberOfLanesLeft(vehicleState.Front, !cls.Parameters.InitialOncoming), cls.Parameters.Target.NumberOfLanesRight(vehicleState.Front, !cls.Parameters.InitialOncoming)), new StayInLaneState(cls.Parameters.Target, CoreCommon.CorePlanningState), TurnDecorators.NoDecorators, vehicleState.Timestamp); } else { return tactical.Plan(cls, rp, vehicleState, observedVehicles, observedObstacles, blockages, vehicleSpeed); } } #endregion #region Opposing Lanes State else if (CoreCommon.CorePlanningState is OpposingLanesState) { // get state OpposingLanesState ols = (OpposingLanesState)CoreCommon.CorePlanningState; ols.SetClosestGood(vehicleState); #region Blockages // check blockages if (blockages != null && blockages.Count > 0 && blockages[0] is OpposingLaneBlockage) { // create the blockage state EncounteredBlockageState ebs = new EncounteredBlockageState(blockages[0], CoreCommon.CorePlanningState); // check not from a dynamicly moving vehicle if (blockages[0].BlockageReport.BlockageType != BlockageType.Dynamic) { // go to a blockage handling tactical return new Maneuver(new HoldBrakeBehavior(), ebs, TurnDecorators.NoDecorators, vehicleState.Timestamp); } else ArbiterOutput.Output("Opposing Lane blockage reported for moving vehicle, ignoring"); } #endregion // check closest good null if (ols.ClosestGoodLane != null) { // nav plan to find poi RoadPlan rp = navigation.PlanNavigableArea(ols.ClosestGoodLane, vehicleState.Position, goal, new List<ArbiterWaypoint>()); // plan final tactical maneuver Maneuver final = tactical.Plan(CoreCommon.CorePlanningState, rp, vehicleState, observedVehicles, observedObstacles, blockages, vehicleSpeed); // return final maneuver return final; } // otherwise need to make a uturn else { ArbiterOutput.Output("in opposing lane with no closest good, making a uturn"); ArbiterLanePartition alp = ols.OpposingLane.GetClosestPartition(vehicleState.Front); Coordinates c1 = vehicleState.Front + alp.Vector().Normalize(8.0); Coordinates c2 = vehicleState.Front - alp.Vector().Normalize(8.0); LinePath lpTmp = new LinePath(new Coordinates[] { c1, c2 }); List<Coordinates> pCoords = new List<Coordinates>(); pCoords.AddRange(lpTmp.ShiftLateral(ols.OpposingLane.Width)); //* 1.5)); pCoords.AddRange(lpTmp.ShiftLateral(-ols.OpposingLane.Width));// / 2.0)); Polygon uturnPoly = Polygon.GrahamScan(pCoords); uTurnState uts = new uTurnState(ols.OpposingLane, uturnPoly, true); uts.Interconnect = alp.ToInterconnect; // plan final tactical maneuver Maneuver final = new Maneuver(new NullBehavior(), uts, TurnDecorators.LeftTurnDecorator, vehicleState.Timestamp); // return final maneuver return final; } } #endregion #region Starting up off of chute state else if (CoreCommon.CorePlanningState is StartupOffChuteState) { // cast the type StartupOffChuteState socs = (StartupOffChuteState)CoreCommon.CorePlanningState; // check if in lane part of chute if (CoreCommon.Communications.HasCompleted((new TurnBehavior(null, null, null, null, null, null)).GetType())) { // go to lane state return new Maneuver(new NullBehavior(), new StayInLaneState(socs.Final.Lane, new Probability(0.8, 0.2), true, socs), TurnDecorators.NoDecorators, vehicleState.Timestamp); } // otherwise continue else { // simple maneuver generation TurnBehavior tb = (TurnBehavior)socs.Resume(vehicleState, 1.4); // add bounds to observable CoreCommon.CurrentInformation.DisplayObjects.Add(new ArbiterInformationDisplayObject(tb.LeftBound, ArbiterInformationDisplayObjectType.leftBound)); CoreCommon.CurrentInformation.DisplayObjects.Add(new ArbiterInformationDisplayObject(tb.RightBound, ArbiterInformationDisplayObjectType.rightBound)); // final maneuver return new Maneuver(tb, socs, TurnDecorators.NoDecorators, vehicleState.Timestamp); } } #endregion #region Unknown else { // non-handled state throw new ArgumentException("Unknown state", "CoreCommon.CorePlanningState"); } #endregion } #endregion #region Intersection State else if (CoreCommon.CorePlanningState is IntersectionState) { #region Waiting at Intersection Exit State if (CoreCommon.CorePlanningState is WaitingAtIntersectionExitState) { // get state WaitingAtIntersectionExitState waies = (WaitingAtIntersectionExitState)CoreCommon.CorePlanningState; // nav plan IntersectionPlan ip = navigation.PlanIntersection(waies.exitWaypoint, goal); // plan Maneuver final = tactical.Plan(waies, ip, vehicleState, observedVehicles, observedObstacles, blockages, vehicleSpeed); // return final maneuver return final; } #endregion #region Stopping At Exit State else if (CoreCommon.CorePlanningState is StoppingAtExitState) { // get state StoppingAtExitState saes = (StoppingAtExitState)CoreCommon.CorePlanningState; // check to see if we're stopped if (CoreCommon.Communications.HasCompleted((new StayInLaneBehavior(null, null, null)).GetType())) { // check if we've hit goal if stop is cp if (saes.waypoint.WaypointId.Equals(CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId)) { ArbiterOutput.Output("Stopped at current goal: " + CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId.ToString() + ", Removing"); CoreCommon.Mission.MissionCheckpoints.Dequeue(); if (CoreCommon.Mission.MissionCheckpoints.Count == 0) { return new Maneuver(new HoldBrakeBehavior(), new NoGoalsLeftState(), TurnDecorators.NoDecorators, vehicleState.Timestamp); } } // move to the intersection IState next = new WaitingAtIntersectionExitState(saes.waypoint, saes.turnDirection, new IntersectionDescription(), saes.desiredExit); Behavior b = new HoldBrakeBehavior(); return new Maneuver(b, next, saes.DefaultStateDecorators, vehicleState.Timestamp); } else { // nav plan IntersectionPlan ip = navigation.PlanIntersection(saes.waypoint, goal); // update the intersection monitor if (CoreCommon.RoadNetwork.IntersectionLookup.ContainsKey(saes.waypoint.AreaSubtypeWaypointId)) { IntersectionTactical.IntersectionMonitor = new IntersectionMonitor( saes.waypoint, CoreCommon.RoadNetwork.IntersectionLookup[saes.waypoint.AreaSubtypeWaypointId], vehicleState, ip.BestOption); } else IntersectionTactical.IntersectionMonitor = null; // plan final tactical maneuver Maneuver final = tactical.Plan(saes, ip, vehicleState, observedVehicles, observedObstacles, blockages, vehicleSpeed); // return final maneuver return final; } } #endregion #region Turn State else if (CoreCommon.CorePlanningState is TurnState) { // get state TurnState ts = (TurnState)CoreCommon.CorePlanningState; // check if in other lane if (CoreCommon.Communications.HasCompleted((new TurnBehavior(null, null, null, null, null, null)).GetType())) { if (ts.Interconnect.FinalGeneric is ArbiterWaypoint) { // get final wp, and if next cp, remove ArbiterWaypoint final = (ArbiterWaypoint)ts.Interconnect.FinalGeneric; if (CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId.Equals(final.AreaSubtypeWaypointId)) CoreCommon.Mission.MissionCheckpoints.Dequeue(); // stay in target lane IState nextState = new StayInLaneState(ts.TargetLane, new Probability(0.8, 0.2), true, CoreCommon.CorePlanningState); Behavior b = new NullBehavior(); return new Maneuver(b, nextState, TurnDecorators.NoDecorators, vehicleState.Timestamp); } else if (ts.Interconnect.FinalGeneric is ArbiterPerimeterWaypoint) { // stay in target lane IState nextState = new ZoneTravelingState(((ArbiterPerimeterWaypoint)ts.Interconnect.FinalGeneric).Perimeter.Zone, (INavigableNode)ts.Interconnect.FinalGeneric); Behavior b = new NullBehavior(); return new Maneuver(b, nextState, TurnDecorators.NoDecorators, vehicleState.Timestamp); } else throw new Exception("unhandled unterconnect final wp type"); } // get interconnect if (ts.Interconnect.FinalGeneric is ArbiterWaypoint) { // nav plan IntersectionPlan ip = navigation.PlanIntersection((ITraversableWaypoint)ts.Interconnect.InitialGeneric, goal); // plan Maneuver final = tactical.Plan(CoreCommon.CorePlanningState, ip, vehicleState, observedVehicles, observedObstacles, blockages, vehicleSpeed); // return final maneuver return final; } // else to zone else if (ts.Interconnect.FinalGeneric is ArbiterPerimeterWaypoint) { // plan Maneuver final = tactical.Plan(CoreCommon.CorePlanningState, null, vehicleState, observedVehicles, observedObstacles, blockages, vehicleSpeed); // return final maneuver return final; } else { throw new Exception("method not imp"); } } #endregion #region uTurn State else if (CoreCommon.CorePlanningState is uTurnState) { // get state uTurnState uts = (uTurnState)CoreCommon.CorePlanningState; // plan over the target segment, ignoring the initial waypoint of the target lane ArbiterWaypoint initial = uts.TargetLane.GetClosestPartition(vehicleState.Position).Initial; List<ArbiterWaypoint> iws = RoadToolkit.WaypointsClose(initial.Lane.Way, vehicleState.Front, initial); RoadPlan rp = navigation.PlanRoads(uts.TargetLane, vehicleState.Front, goal, iws); // plan Maneuver final = tactical.Plan(CoreCommon.CorePlanningState, rp, vehicleState, observedVehicles, observedObstacles, blockages, vehicleSpeed); // return final maneuver return final; } #endregion #region Intersection Startup State else if (CoreCommon.CorePlanningState is IntersectionStartupState) { // get startup state IntersectionStartupState iss = (IntersectionStartupState)CoreCommon.CorePlanningState; // get intersection ArbiterIntersection ai = iss.Intersection; // get plan IEnumerable<ITraversableWaypoint> entries = ai.AllEntries.Values; IntersectionStartupPlan isp = navigation.PlanIntersectionStartup(entries, goal); // plan tac Maneuver final = tactical.Plan(iss, isp, vehicleState, observedVehicles, observedObstacles, blockages, vehicleSpeed); // return return final; } #endregion #region Unknown else { // non-handled state throw new ArgumentException("Unknown state", "CoreCommon.CorePlanningState"); } #endregion } #endregion #region Zone State else if (CoreCommon.CorePlanningState is ZoneState) { #region Zone Travelling State if (CoreCommon.CorePlanningState is ZoneTravelingState) { // set state ZoneTravelingState zts = (ZoneTravelingState)CoreCommon.CorePlanningState; // check to see if we're stopped if (CoreCommon.Communications.HasCompleted((new ZoneTravelingBehavior(null, null, new Polygon[0], null, null, null, null)).GetType())) { // plan over state and zone ZonePlan zp = this.navigation.PlanZone(zts.Zone, zts.Start, CoreCommon.RoadNetwork.ArbiterWaypoints[CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId]); if (zp.ZoneGoal is ArbiterParkingSpotWaypoint) { // move to parking state ParkingState ps = new ParkingState(zp.Zone, ((ArbiterParkingSpotWaypoint)zp.ZoneGoal).ParkingSpot); return new Maneuver(new HoldBrakeBehavior(), ps, TurnDecorators.NoDecorators, vehicleState.Timestamp); } else if(zp.ZoneGoal is ArbiterPerimeterWaypoint) { // get plan IntersectionPlan ip = navigation.GetIntersectionExitPlan((ITraversableWaypoint)zp.ZoneGoal, goal); // move to exit WaitingAtIntersectionExitState waies = new WaitingAtIntersectionExitState((ITraversableWaypoint)zp.ZoneGoal, ip.BestOption.ToInterconnect.TurnDirection, new IntersectionDescription(), ip.BestOption.ToInterconnect); return new Maneuver(new HoldBrakeBehavior(), waies, TurnDecorators.NoDecorators, vehicleState.Timestamp); } } else { // plan over state and zone ZonePlan zp = this.navigation.PlanZone(zts.Zone, zts.Start, CoreCommon.RoadNetwork.ArbiterWaypoints[CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId]); // plan Maneuver final = tactical.Plan(CoreCommon.CorePlanningState, zp, vehicleState, observedVehicles, observedObstacles, blockages, vehicleSpeed); // return final maneuver return final; } } #endregion #region Parking State else if (CoreCommon.CorePlanningState is ParkingState) { // set state ParkingState ps = (ParkingState)CoreCommon.CorePlanningState; // check to see if we're stopped if (CoreCommon.Communications.HasCompleted((new ZoneParkingBehavior(null, null, new Polygon[0], null, null, null, null, null, 0.0)).GetType())) { if (ps.ParkingSpot.Checkpoint.CheckpointId.Equals(CoreCommon.Mission.MissionCheckpoints.Peek().CheckpointNumber)) { ArbiterOutput.Output("Reached Goal, cp: " + ps.ParkingSpot.Checkpoint.CheckpointId.ToString()); CoreCommon.Mission.MissionCheckpoints.Dequeue(); } // pull out of the space PullingOutState pos = new PullingOutState(ps.Zone, ps.ParkingSpot); return new Maneuver(new HoldBrakeBehavior(), pos, TurnDecorators.NoDecorators, vehicleState.Timestamp); } else { // plan Maneuver final = tactical.Plan(CoreCommon.CorePlanningState, null, vehicleState, observedVehicles, observedObstacles, blockages, vehicleSpeed); // return final maneuver return final; } } #endregion #region Pulling Out State else if (CoreCommon.CorePlanningState is PullingOutState) { // set state PullingOutState pos = (PullingOutState)CoreCommon.CorePlanningState; // plan over state and zone ZonePlan zp = this.navigation.PlanZone(pos.Zone, pos.ParkingSpot.Checkpoint, goal); // check to see if we're stopped if (CoreCommon.Communications.HasCompleted((new ZoneParkingPullOutBehavior(null, null, new Polygon[0], null, null, null, null, null, null, null, null)).GetType())) { // maneuver to next place to go return new Maneuver(new HoldBrakeBehavior(), new ZoneTravelingState(pos.Zone, pos.ParkingSpot.Checkpoint), TurnDecorators.NoDecorators, vehicleState.Timestamp); } else { // plan Maneuver final = tactical.Plan(CoreCommon.CorePlanningState, zp, vehicleState, observedVehicles, observedObstacles, blockages, vehicleSpeed); // return final maneuver return final; } } #endregion #region Zone Startup State else if (CoreCommon.CorePlanningState is ZoneStartupState) { // feed through the plan from the zone tactical Maneuver final = tactical.Plan(CoreCommon.CorePlanningState, null, vehicleState, observedVehicles, observedObstacles, blockages, vehicleSpeed); // return final maneuver return final; } #endregion #region Zone Orientation else if (CoreCommon.CorePlanningState is ZoneOrientationState) { ZoneOrientationState zos = (ZoneOrientationState)CoreCommon.CorePlanningState; // add bounds to observable LinePath lp = new LinePath(new Coordinates[] { zos.final.Start.Position, zos.final.End.Position }); CoreCommon.CurrentInformation.DisplayObjects.Add(new ArbiterInformationDisplayObject(lp.ShiftLateral(TahoeParams.T), ArbiterInformationDisplayObjectType.leftBound)); CoreCommon.CurrentInformation.DisplayObjects.Add(new ArbiterInformationDisplayObject(lp.ShiftLateral(-TahoeParams.T), ArbiterInformationDisplayObjectType.rightBound)); // check to see if we're stopped //if (CoreCommon.Communications.HasCompleted((new UTurnBehavior(null, null, null, null)).GetType())) //{ // maneuver to next place to go return new Maneuver(new HoldBrakeBehavior(), new ZoneTravelingState(zos.Zone, zos.final.End), TurnDecorators.NoDecorators, vehicleState.Timestamp); //} // not stopped doing hte maneuver //else // return new Maneuver(zos.Resume(vehicleState, 1.4), zos, TurnDecorators.NoDecorators, vehicleState.Timestamp); } #endregion #region Unknown else { // non-handled state throw new ArgumentException("Unknown state", "CoreCommon.CorePlanningState"); } #endregion } #endregion #region Other State else if (CoreCommon.CorePlanningState is OtherState) { #region Start Up State if (CoreCommon.CorePlanningState is StartUpState) { // get state StartUpState sus = (StartUpState)CoreCommon.CorePlanningState; // make a new startup agent StartupReasoning sr = new StartupReasoning(this.laneAgent); // get final state IState nextState = sr.Startup(vehicleState, carMode); // return no op ad zero all decorators Behavior nextBehavior = sus.Resume(vehicleState, vehicleSpeed); // return maneuver return new Maneuver(nextBehavior, nextState, TurnDecorators.NoDecorators, vehicleState.Timestamp); } #endregion #region Paused State else if (CoreCommon.CorePlanningState is PausedState) { // if switch back to run if (carMode == CarMode.Run) { // get state PausedState ps = (PausedState)CoreCommon.CorePlanningState; // get what we were previously doing IState previousState = ps.PreviousState(); // check if can resume if (previousState != null && previousState.CanResume()) { // resume state is next return new Maneuver(new HoldBrakeBehavior(), new ResumeState(previousState), TurnDecorators.NoDecorators, vehicleState.Timestamp); } // otherwise go to startup else { // next state is startup IState nextState = new StartUpState(); // return no op Behavior nextBehavior = new HoldBrakeBehavior(); // return maneuver return new Maneuver(nextBehavior, nextState, TurnDecorators.NoDecorators, vehicleState.Timestamp); } } // otherwise stay stopped else { // stay stopped and paused return new Maneuver(new HoldBrakeBehavior(), CoreCommon.CorePlanningState, TurnDecorators.NoDecorators, vehicleState.Timestamp); } } #endregion #region Human State else if (CoreCommon.CorePlanningState is HumanState) { // change to startup if (carMode == CarMode.Run) { // next is startup IState next = new StartUpState(); // next behavior just stay iin place for now Behavior behavior = new HoldBrakeBehavior(); // return startup maneuver return new Maneuver(behavior, next, TurnDecorators.NoDecorators, vehicleState.Timestamp); } // in human mode still else { // want to remove old behavior stuff return new Maneuver(new NullBehavior(), CoreCommon.CorePlanningState, TurnDecorators.NoDecorators, vehicleState.Timestamp); } } #endregion #region Resume State else if (CoreCommon.CorePlanningState is ResumeState) { // get state ResumeState rs = (ResumeState)CoreCommon.CorePlanningState; // make sure can resume (this is simple action) if (rs.StateToResume != null && rs.StateToResume.CanResume()) { // return old behavior Behavior nextBehavior = rs.Resume(vehicleState, vehicleSpeed); // return maneuver return new Maneuver(nextBehavior, rs.StateToResume, TurnDecorators.NoDecorators, vehicleState.Timestamp); } // otherwise just startup else { // startup return new Maneuver(new HoldBrakeBehavior(), new StartUpState(), TurnDecorators.NoDecorators, vehicleState.Timestamp); } } #endregion #region No Goals Left State else if (CoreCommon.CorePlanningState is NoGoalsLeftState) { // check if goals available if (CoreCommon.Mission.MissionCheckpoints.Count > 0) { // startup return new Maneuver(new HoldBrakeBehavior(), new StartUpState(), TurnDecorators.NoDecorators, vehicleState.Timestamp); } else { // stay paused return new Maneuver(new HoldBrakeBehavior(), CoreCommon.CorePlanningState, TurnDecorators.NoDecorators, vehicleState.Timestamp); } } #endregion #region eStopped State else if (CoreCommon.CorePlanningState is eStoppedState) { // change to startup if (carMode == CarMode.Run) { // next is startup IState next = new StartUpState(); // next behavior just stay iin place for now Behavior behavior = new HoldBrakeBehavior(); // return startup maneuver return new Maneuver(behavior, next, TurnDecorators.NoDecorators, vehicleState.Timestamp); } // in human mode still else { // want to remove old behavior stuff return new Maneuver(new NullBehavior(), CoreCommon.CorePlanningState, TurnDecorators.NoDecorators, vehicleState.Timestamp); } } #endregion #region Unknown else { // non-handled state throw new ArgumentException("Unknown OtherState type", "CoreCommon.CorePlanningState"); } #endregion } #endregion #region Blockage State else if (CoreCommon.CorePlanningState is BlockageState) { #region Blockage State // something is blocked, in the encountered state we want to filter to base components of state if (CoreCommon.CorePlanningState is EncounteredBlockageState) { // cast blockage state EncounteredBlockageState bs = (EncounteredBlockageState)CoreCommon.CorePlanningState; // plan through the blockage state with no road plan as just a quick filter Maneuver final = tactical.Plan(bs, null, vehicleState, observedVehicles, observedObstacles, blockages, vehicleSpeed); // return the final maneuver return final; } #endregion #region Blockage Recovery State // recover from blockages else if (CoreCommon.CorePlanningState is BlockageRecoveryState) { // get the blockage recovery state BlockageRecoveryState brs = (BlockageRecoveryState)CoreCommon.CorePlanningState; #region Check Various Statuses of Completion // check successful completion report of behavior if (brs.RecoveryBehavior != null && CoreCommon.Communications.HasCompleted(brs.RecoveryBehavior.GetType())) { // set updated status ArbiterOutput.Output("Successfully received completion of behavior: " + brs.RecoveryBehavior.ToShortString() + ", " + brs.RecoveryBehavior.ShortBehaviorInformation()); brs.RecoveryStatus = BlockageRecoverySTATUS.COMPLETED; // move to the tactical plan return this.tactical.Plan(brs, null, vehicleState, observedVehicles, observedObstacles, blockages, vehicleSpeed); } // check operational startup else if (CoreCommon.Communications.HasCompleted((new OperationalStartupBehavior()).GetType())) { // check defcon types if (brs.Defcon == BlockageRecoveryDEFCON.REVERSE) { // abort maneuver as operational has no state information return new Maneuver(new NullBehavior(), brs.AbortState, TurnDecorators.NoDecorators, vehicleState.Timestamp); } } #endregion #region Information // set recovery information CoreCommon.CurrentInformation.FQMState = brs.EncounteredState.ShortDescription(); CoreCommon.CurrentInformation.FQMStateInfo = brs.EncounteredState.StateInformation(); CoreCommon.CurrentInformation.FQMBehavior = brs.RecoveryBehavior != null ? brs.RecoveryBehavior.ToShortString() : "NONE"; CoreCommon.CurrentInformation.FQMBehaviorInfo = brs.RecoveryBehavior != null ? brs.RecoveryBehavior.ShortBehaviorInformation() : "NONE"; CoreCommon.CurrentInformation.FQMSpeed = brs.RecoveryBehavior != null ? brs.RecoveryBehavior.SpeedCommandString() : "NONE"; #endregion #region Blocked if (brs.RecoveryStatus == BlockageRecoverySTATUS.BLOCKED) { if (brs.RecoveryBehavior is ChangeLaneBehavior) { brs.RecoveryStatus = BlockageRecoverySTATUS.ENCOUNTERED; brs.Defcon = BlockageRecoveryDEFCON.CHANGELANES_FORWARD; return new Maneuver(new HoldBrakeBehavior(), brs, TurnDecorators.NoDecorators, vehicleState.Timestamp); } else { ArbiterOutput.Output("Recovery behavior blocked, reverting to abort state: " + brs.AbortState.ToString()); return new Maneuver(new HoldBrakeBehavior(), brs.AbortState, TurnDecorators.NoDecorators, vehicleState.Timestamp); } } #endregion #region Navigational Plan // set navigational plan INavigationalPlan navPlan = null; #region Encountered // blockage if (brs.RecoveryStatus == BlockageRecoverySTATUS.ENCOUNTERED) { // get state if (brs.AbortState is StayInLaneState) { // lane state StayInLaneState sils = (StayInLaneState)brs.AbortState; navPlan = navigation.PlanNavigableArea(sils.Lane, vehicleState.Position, goal, sils.WaypointsToIgnore); } } #endregion #region Completion // blockage if (brs.RecoveryStatus == BlockageRecoverySTATUS.COMPLETED) { // get state if (brs.CompletionState is StayInLaneState) { // lane state StayInLaneState sils = (StayInLaneState)brs.CompletionState; navPlan = navigation.PlanNavigableArea(sils.Lane, vehicleState.Position, goal, sils.WaypointsToIgnore); } } #endregion #endregion // move to the tactical plan Maneuver final = this.tactical.Plan(brs, navPlan, vehicleState, observedVehicles, observedObstacles, blockages, vehicleSpeed); // return the final maneuver return final; } #endregion } #endregion #region Unknown else { // non-handled state throw new ArgumentException("Unknown state", "CoreCommon.CorePlanningState"); } // for now, return null return new Maneuver(); #endregion }