public override void OnBehaviorReceived(Behavior b) { // check if the transition is valid if (b is StayInLaneBehavior) { StayInLaneBehavior sb = (StayInLaneBehavior)b; // check if the lane id's match if (object.Equals(sb.TargetLane, laneID)) { // check if the speed command changed BehaviorManager.TraceSource.TraceEvent(TraceEventType.Verbose, 0, "received new stay in lane speed command: {0}", sb.SpeedCommand); // queue the new speed command to the behavior Services.BehaviorManager.QueueParam(sb); } else { BehaviorManager.TraceSource.TraceEvent(TraceEventType.Verbose, 0, "recevied new stay in lane behavior, different target lane: {0}", sb); // the lane id's changed // re-initialize the behavior Services.BehaviorManager.Execute(b, null, false); } } else { BehaviorManager.TraceSource.TraceEvent(TraceEventType.Verbose, 0, "in stay in lane behavior, received {0}", b); // this is cool to execute Services.BehaviorManager.Execute(b, null, false); } }
/// <summary> /// Resume from pause /// </summary> /// <returns></returns> public Behavior Resume(VehicleState currentState, double speed) { // new default stay in lane behavior Behavior b = new StayInLaneBehavior(Lane.LaneId, new ScalarSpeedCommand(0.0), new int[] { }, Lane.LanePath(), Lane.Width, Lane.NumberOfLanesLeft(currentState.Position, true), Lane.NumberOfLanesRight(currentState.Position, true)); // set default blinkers b.Decorators = this.DefaultStateDecorators; // return behavior return(b); }
public override void Initialize(Behavior b) { base.Initialize(b); // extract the stay in lane behavior StayInLaneBehavior sb = (StayInLaneBehavior)b; Services.UIService.PushAbsolutePath(sb.BackupPath, sb.TimeStamp, "original path1"); Services.UIService.PushAbsolutePath(new LineList(), sb.TimeStamp, "original path2"); HandleBehavior(sb); }
/// <summary> /// Behavior given we stay in the current lane /// </summary> /// <param name="lane"></param> /// <param name="state"></param> /// <param name="downstreamPoint"></param> /// <returns></returns> public TravelingParameters Primary(IFQMPlanable lane, VehicleState state, RoadPlan roadPlan, List <ITacticalBlockage> blockages, List <ArbiterWaypoint> ignorable, bool log) { // possible parameterizations List <TravelingParameters> tps = new List <TravelingParameters>(); #region Lane Major Parameterizations with Current Lane Goal Params, If Best Goal Exists in Current Lane // check if the best goal is in the current lane ArbiterWaypoint lanePoint = null; if (lane.AreaComponents.Contains(roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest.Lane)) { lanePoint = roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest; } // get the next thing we need to stop at no matter what and parameters for stopping at it ArbiterWaypoint laneNavStop; double laneNavStopSpeed; double laneNavStopDistance; StopType laneNavStopType; this.NextNavigationalStop(lane, lanePoint, state.Front, state.ENCovariance, ignorable, out laneNavStopSpeed, out laneNavStopDistance, out laneNavStopType, out laneNavStop); // create parameterization of the stop TravelingParameters laneNavParams = this.NavStopParameterization(lane, roadPlan, laneNavStopSpeed, laneNavStopDistance, laneNavStop, laneNavStopType, state); this.navigationParameters = laneNavParams; this.laneParameters = laneNavParams; tps.Add(laneNavParams); #region Log if (log) { // add to current parames to arbiter information CoreCommon.CurrentInformation.FQMBehavior = laneNavParams.Behavior.ToShortString(); CoreCommon.CurrentInformation.FQMBehaviorInfo = laneNavParams.Behavior.ShortBehaviorInformation(); CoreCommon.CurrentInformation.FQMSpeedCommand = laneNavParams.Behavior.SpeedCommandString(); CoreCommon.CurrentInformation.FQMDistance = laneNavParams.DistanceToGo.ToString("F6"); CoreCommon.CurrentInformation.FQMSpeed = laneNavParams.RecommendedSpeed.ToString("F6"); CoreCommon.CurrentInformation.FQMState = laneNavParams.NextState.ShortDescription(); CoreCommon.CurrentInformation.FQMStateInfo = laneNavParams.NextState.StateInformation(); CoreCommon.CurrentInformation.FQMStopType = laneNavStopType.ToString(); CoreCommon.CurrentInformation.FQMWaypoint = laneNavStop.ToString(); CoreCommon.CurrentInformation.FQMSegmentSpeedLimit = lane.CurrentMaximumSpeed(state.Position).ToString("F1"); } #endregion #endregion #region Forward Vehicle Parameterization // forward vehicle update this.ForwardVehicle.Update(lane, state); // clear current params this.followingParameters = null; // check not in a sparse area bool sparseArea = lane is ArbiterLane ? ((ArbiterLane)lane).GetClosestPartition(state.Front).Type == PartitionType.Sparse : ((SupraLane)lane).ClosestComponent(state.Front) == SLComponentType.Initial && ((SupraLane)lane).Initial.GetClosestPartition(state.Front).Type == PartitionType.Sparse; // exists forward vehicle if (!sparseArea && this.ForwardVehicle.ShouldUseForwardTracker) { // get forward vehicle params, set lane decorators TravelingParameters vehicleParams = this.ForwardVehicle.Follow(lane, state, ignorable); vehicleParams.Behavior.Decorators.AddRange(this.laneParameters.Decorators); this.FollowingParameters = vehicleParams; #region Log if (log) { // add to current parames to arbiter information CoreCommon.CurrentInformation.FVTBehavior = vehicleParams.Behavior.ToShortString(); CoreCommon.CurrentInformation.FVTSpeed = this.ForwardVehicle.FollowingParameters.RecommendedSpeed.ToString("F3"); CoreCommon.CurrentInformation.FVTSpeedCommand = vehicleParams.Behavior.SpeedCommandString(); CoreCommon.CurrentInformation.FVTDistance = vehicleParams.DistanceToGo.ToString("F2"); CoreCommon.CurrentInformation.FVTState = vehicleParams.NextState.ShortDescription(); CoreCommon.CurrentInformation.FVTStateInfo = vehicleParams.NextState.StateInformation(); // set xSeparation CoreCommon.CurrentInformation.FVTXSeparation = this.ForwardVehicle.ForwardControl.xSeparation.ToString("F0"); } #endregion // check if we're stopped behind fv, allow wait timer if true, stop wait timer if not behind fv bool forwardVehicleStopped = this.ForwardVehicle.CurrentVehicle.IsStopped; bool forwardSeparationGood = this.ForwardVehicle.ForwardControl.xSeparation < TahoeParams.VL * 2.5; bool wereStopped = CoreCommon.Communications.GetVehicleSpeed().Value < 0.1; bool forwardDistanceToGo = vehicleParams.DistanceToGo < 3.5; if (forwardVehicleStopped && forwardSeparationGood && wereStopped && forwardDistanceToGo) { this.ForwardVehicle.StoppedBehindForwardVehicle = true; } else { this.ForwardVehicle.StoppedBehindForwardVehicle = false; this.ForwardVehicle.CurrentVehicle.QueuingState.WaitTimer.Stop(); this.ForwardVehicle.CurrentVehicle.QueuingState.WaitTimer.Reset(); } // add vehicle param tps.Add(vehicleParams); } else { // no forward vehicle this.followingParameters = null; this.ForwardVehicle.StoppedBehindForwardVehicle = false; } #endregion #region Sparse Waypoint Parameterization // check for sparse waypoints downstream bool sparseDownstream; bool sparseNow; double sparseDistance; lane.SparseDetermination(state.Front, out sparseDownstream, out sparseNow, out sparseDistance); // check if sparse areas downstream if (sparseDownstream) { // set the distance to the sparse area if (sparseNow) { sparseDistance = 0.0; } // get speed double speed = SpeedTools.GenerateSpeed(sparseDistance, 2.24, lane.CurrentMaximumSpeed(state.Front)); // maneuver Maneuver m = new Maneuver(); bool usingSpeed = true; SpeedCommand sc = new ScalarSpeedCommand(speed); #region Parameterize Given Speed Command // check if lane if (lane is ArbiterLane) { // get lane ArbiterLane al = (ArbiterLane)lane; // default behavior Behavior b = new StayInLaneBehavior(al.LaneId, new ScalarSpeedCommand(speed), new List <int>(), al.LanePath(), al.Width, al.NumberOfLanesLeft(state.Front, true), al.NumberOfLanesRight(state.Front, true)); b.Decorators = this.laneParameters.Decorators; // standard behavior is fine for maneuver m = new Maneuver(b, new StayInLaneState(al, CoreCommon.CorePlanningState), this.laneParameters.Decorators, state.Timestamp); } // check if supra lane else if (lane is SupraLane) { // get lane SupraLane sl = (SupraLane)lane; // get sl state StayInSupraLaneState sisls = (StayInSupraLaneState)CoreCommon.CorePlanningState; // get default beheavior Behavior b = sisls.GetBehavior(new ScalarSpeedCommand(speed), state.Front, new List <int>()); b.Decorators = this.laneParameters.Decorators; // standard behavior is fine for maneuver m = new Maneuver(b, sisls, this.laneParameters.Decorators, state.Timestamp); } #endregion #region Parameterize // create new params TravelingParameters tp = new TravelingParameters(); tp.Behavior = m.PrimaryBehavior; tp.Decorators = this.laneParameters.Decorators; tp.DistanceToGo = Double.MaxValue; tp.NextState = m.PrimaryState; tp.RecommendedSpeed = speed; tp.Type = TravellingType.Navigation; tp.UsingSpeed = usingSpeed; tp.SpeedCommand = sc; tp.VehiclesToIgnore = new List <int>(); // return navigation params tps.Add(tp); #endregion } #endregion // sort params by most urgent tps.Sort(); // set current params this.currentParameters = tps[0]; // get behavior to check add vehicles to ignore if (this.currentParameters.Behavior is StayInLaneBehavior) { ((StayInLaneBehavior)this.currentParameters.Behavior).IgnorableObstacles = this.ForwardVehicle.VehiclesToIgnore; } // out of navigation, blockages, and vehicle following determine the actual primary parameters for this lane return(tps[0]); }
/// <summary> /// Makes new parameterization for nav /// </summary> /// <param name="lane"></param> /// <param name="lanePlan"></param> /// <param name="speed"></param> /// <param name="distance"></param> /// <param name="stopType"></param> /// <returns></returns> public TravelingParameters NavStopParameterization(IFQMPlanable lane, RoadPlan roadPlan, double speed, double distance, ArbiterWaypoint stopWaypoint, StopType stopType, VehicleState state) { // get min dist double distanceCutOff = stopType == StopType.StopLine ? CoreCommon.OperationslStopLineSearchDistance : CoreCommon.OperationalStopDistance; #region Get Decorators // turn direction default ArbiterTurnDirection atd = ArbiterTurnDirection.Straight; List <BehaviorDecorator> decorators = TurnDecorators.NoDecorators; // check if need decorators if (lane is ArbiterLane && stopWaypoint.Equals(roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest) && roadPlan.BestPlan.laneWaypointOfInterest.IsExit && distance < 40.0) { if (roadPlan.BestPlan.laneWaypointOfInterest.BestExit == null) { ArbiterOutput.Output("NAV BUG: lanePlan.laneWaypointOfInterest.BestExit: FQM NavStopParameterization"); } else { switch (roadPlan.BestPlan.laneWaypointOfInterest.BestExit.TurnDirection) { case ArbiterTurnDirection.Left: decorators = TurnDecorators.LeftTurnDecorator; atd = ArbiterTurnDirection.Left; break; case ArbiterTurnDirection.Right: atd = ArbiterTurnDirection.Right; decorators = TurnDecorators.RightTurnDecorator; break; case ArbiterTurnDirection.Straight: atd = ArbiterTurnDirection.Straight; decorators = TurnDecorators.NoDecorators; break; case ArbiterTurnDirection.UTurn: atd = ArbiterTurnDirection.UTurn; decorators = TurnDecorators.LeftTurnDecorator; break; } } } else if (lane is SupraLane) { SupraLane sl = (SupraLane)lane; double distToInterconnect = sl.DistanceBetween(state.Front, sl.Interconnect.InitialGeneric.Position); if ((distToInterconnect > 0 && distToInterconnect < 40.0) || sl.ClosestComponent(state.Front) == SLComponentType.Interconnect) { switch (sl.Interconnect.TurnDirection) { case ArbiterTurnDirection.Left: decorators = TurnDecorators.LeftTurnDecorator; atd = ArbiterTurnDirection.Left; break; case ArbiterTurnDirection.Right: atd = ArbiterTurnDirection.Right; decorators = TurnDecorators.RightTurnDecorator; break; case ArbiterTurnDirection.Straight: atd = ArbiterTurnDirection.Straight; decorators = TurnDecorators.NoDecorators; break; case ArbiterTurnDirection.UTurn: atd = ArbiterTurnDirection.UTurn; decorators = TurnDecorators.LeftTurnDecorator; break; } } } #endregion #region Get Maneuver Maneuver m = new Maneuver(); bool usingSpeed = true; SpeedCommand sc = new StopAtDistSpeedCommand(distance); #region Distance Cutoff // check if distance is less than cutoff if (distance < distanceCutOff && stopType != StopType.EndOfLane) { // default behavior Behavior b = new StayInLaneBehavior(stopWaypoint.Lane.LaneId, new StopAtDistSpeedCommand(distance), new List <int>(), lane.LanePath(), stopWaypoint.Lane.Width, stopWaypoint.Lane.NumberOfLanesLeft(state.Front, true), stopWaypoint.Lane.NumberOfLanesRight(state.Front, true)); // stopping so not using speed param usingSpeed = false; // exit is next if (stopType == StopType.Exit) { // exit means stopping at a good exit in our current lane IState nextState = new StoppingAtExitState(stopWaypoint.Lane, stopWaypoint, atd, true, roadPlan.BestPlan.laneWaypointOfInterest.BestExit, state.Timestamp, state.Front); m = new Maneuver(b, nextState, decorators, state.Timestamp); } // stop line is left else if (stopType == StopType.StopLine) { // determine if hte stop line is the best exit bool isNavExit = roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest.Equals(stopWaypoint); // get turn direction atd = isNavExit ? atd : ArbiterTurnDirection.Straight; // predetermine interconnect if best exit ArbiterInterconnect desired = null; if (isNavExit) { desired = roadPlan.BestPlan.laneWaypointOfInterest.BestExit; } else if (stopWaypoint.NextPartition != null && state.Front.DistanceTo(roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest.Position) > 25) { desired = stopWaypoint.NextPartition.ToInterconnect; } // set decorators decorators = isNavExit ? decorators : TurnDecorators.NoDecorators; // stop at the stop IState nextState = new StoppingAtStopState(stopWaypoint.Lane, stopWaypoint, atd, isNavExit, desired); b = new StayInLaneBehavior(stopWaypoint.Lane.LaneId, new StopAtLineSpeedCommand(), new List <int>(), lane.LanePath(), stopWaypoint.Lane.Width, stopWaypoint.Lane.NumberOfLanesLeft(state.Front, true), stopWaypoint.Lane.NumberOfLanesRight(state.Front, true)); m = new Maneuver(b, nextState, decorators, state.Timestamp); sc = new StopAtLineSpeedCommand(); } else if (stopType == StopType.LastGoal) { // stop at the last goal IState nextState = new StayInLaneState(stopWaypoint.Lane, CoreCommon.CorePlanningState); m = new Maneuver(b, nextState, decorators, state.Timestamp); } } #endregion #region Outisde Distance Envelope // not inside distance envalope else { // set speed sc = new ScalarSpeedCommand(speed); // check if lane if (lane is ArbiterLane) { // get lane ArbiterLane al = (ArbiterLane)lane; // default behavior Behavior b = new StayInLaneBehavior(al.LaneId, new ScalarSpeedCommand(speed), new List <int>(), al.LanePath(), al.Width, al.NumberOfLanesLeft(state.Front, true), al.NumberOfLanesRight(state.Front, true)); // standard behavior is fine for maneuver m = new Maneuver(b, new StayInLaneState(al, CoreCommon.CorePlanningState), decorators, state.Timestamp); } // check if supra lane else if (lane is SupraLane) { // get lane SupraLane sl = (SupraLane)lane; // get sl state StayInSupraLaneState sisls = (StayInSupraLaneState)CoreCommon.CorePlanningState; // get default beheavior Behavior b = sisls.GetBehavior(new ScalarSpeedCommand(speed), state.Front, new List <int>()); // standard behavior is fine for maneuver m = new Maneuver(b, sisls, decorators, state.Timestamp); } } #endregion #endregion #region Parameterize // create new params TravelingParameters tp = new TravelingParameters(); tp.Behavior = m.PrimaryBehavior; tp.Decorators = m.PrimaryBehavior.Decorators; tp.DistanceToGo = distance; tp.NextState = m.PrimaryState; tp.RecommendedSpeed = speed; tp.Type = TravellingType.Navigation; tp.UsingSpeed = usingSpeed; tp.SpeedCommand = sc; tp.VehiclesToIgnore = new List <int>(); // return navigation params return(tp); #endregion }
/// <summary> /// Parameters to follow the forward vehicle /// </summary> /// <param name="lane"></param> /// <param name="state"></param> /// <returns></returns> public TravelingParameters Follow(IFQMPlanable lane, VehicleState state, List <ArbiterWaypoint> ignorable) { // travelling parameters TravelingParameters tp = new TravelingParameters(); // get control parameters ForwardVehicleTrackingControl fvtc = GetControl(lane, state, ignorable); this.ForwardControl = fvtc; // initialize the parameters tp.DistanceToGo = fvtc.xDistanceToGood; tp.NextState = CoreCommon.CorePlanningState; tp.RecommendedSpeed = fvtc.vFollowing; tp.Type = TravellingType.Vehicle; tp.Decorators = new List <BehaviorDecorator>(); // ignore the forward vehicles tp.VehiclesToIgnore = this.VehiclesToIgnore; #region Following Control #region Immediate Stop // need to stop immediately if (fvtc.vFollowing == 0.0) { // speed command SpeedCommand sc = new ScalarSpeedCommand(0.0); tp.SpeedCommand = sc; tp.UsingSpeed = true; if (lane is ArbiterLane) { // standard path following behavior ArbiterLane al = ((ArbiterLane)lane); Behavior final = new StayInLaneBehavior(al.LaneId, sc, this.VehiclesToIgnore, al.LanePath(), al.Width, al.NumberOfLanesLeft(state.Front, true), al.NumberOfLanesRight(state.Front, true)); final.Decorators = tp.Decorators; tp.Behavior = final; } else { SupraLane sl = (SupraLane)lane; StayInSupraLaneState sisls = (StayInSupraLaneState)CoreCommon.CorePlanningState; Behavior final = sisls.GetBehavior(sc, state.Front, this.VehiclesToIgnore); final.Decorators = tp.Decorators; tp.Behavior = final; } } #endregion #region Stopping at Distance // stop at distance else if (fvtc.vFollowing < 0.7 && CoreCommon.Communications.GetVehicleSpeed().Value <= 2.24 && fvtc.xSeparation > fvtc.xAbsMin) { // speed command SpeedCommand sc = new StopAtDistSpeedCommand(fvtc.xDistanceToGood); tp.SpeedCommand = sc; tp.UsingSpeed = false; if (lane is ArbiterLane) { ArbiterLane al = (ArbiterLane)lane; // standard path following behavior Behavior final = new StayInLaneBehavior(al.LaneId, sc, this.VehiclesToIgnore, lane.LanePath(), al.Width, al.NumberOfLanesLeft(state.Front, true), al.NumberOfLanesRight(state.Front, true)); final.Decorators = tp.Decorators; tp.Behavior = final; } else { SupraLane sl = (SupraLane)lane; StayInSupraLaneState sisls = (StayInSupraLaneState)CoreCommon.CorePlanningState; Behavior final = sisls.GetBehavior(sc, state.Front, this.VehiclesToIgnore); final.Decorators = tp.Decorators; tp.Behavior = final; } } #endregion #region Normal Following // else normal else { // speed command SpeedCommand sc = new ScalarSpeedCommand(fvtc.vFollowing); tp.DistanceToGo = fvtc.xDistanceToGood; tp.NextState = CoreCommon.CorePlanningState; tp.RecommendedSpeed = fvtc.vFollowing; tp.Type = TravellingType.Vehicle; tp.UsingSpeed = true; tp.SpeedCommand = sc; if (lane is ArbiterLane) { ArbiterLane al = ((ArbiterLane)lane); // standard path following behavior Behavior final = new StayInLaneBehavior(al.LaneId, sc, this.VehiclesToIgnore, lane.LanePath(), al.Width, al.NumberOfLanesLeft(state.Front, true), al.NumberOfLanesRight(state.Front, true)); final.Decorators = tp.Decorators; tp.Behavior = final; } else { SupraLane sl = (SupraLane)lane; StayInSupraLaneState sisls = (StayInSupraLaneState)CoreCommon.CorePlanningState; Behavior final = sisls.GetBehavior(sc, state.Front, this.VehiclesToIgnore); final.Decorators = tp.Decorators; tp.Behavior = final; } } #endregion #endregion #region Check for Oncoming Vehicles // check if need to add current lane oncoming vehicle decorator if (false && this.CurrentVehicle.PassedDelayedBirth && fvtc.forwardOncoming && fvtc.xSeparation > TahoeParams.VL && fvtc.xSeparation < 30) { // check valid lane area if (lane is ArbiterLane || ((SupraLane)lane).ClosestComponent(this.CurrentVehicle.ClosestPosition) == SLComponentType.Initial) { // get distance to and speed of the forward vehicle double fvDistance = fvtc.xSeparation; double fvSpeed = fvtc.vTarget; // create the 5mph behavior ScalarSpeedCommand updated = new ScalarSpeedCommand(2.24); // set that we are using speed tp.UsingSpeed = true; tp.RecommendedSpeed = updated.Speed; tp.DistanceToGo = fvtc.xSeparation; // create the decorator OncomingVehicleDecorator ovd = new OncomingVehicleDecorator(updated, fvDistance, fvSpeed); // add the decorator tp.Behavior.Decorators.Add(ovd); tp.Decorators.Add(ovd); } } #endregion // set current this.followingParameters = tp; // return parameterization return(tp); }
/// <summary> /// Generate the traveling parameterization for the desired behaivor /// </summary> /// <param name="lane"></param> /// <param name="navStopSpeed"></param> /// <param name="navStopDistance"></param> /// <param name="navStop"></param> /// <param name="navStopType"></param> /// <param name="state"></param> /// <returns></returns> private TravelingParameters NavStopParameterization(ArbiterLane lane, double navStopSpeed, double navStopDistance, ArbiterWaypoint navStop, StopType navStopType, VehicleState state) { // get min dist double distanceCutOff = CoreCommon.OperationalStopDistance; // turn direction default List <BehaviorDecorator> decorators = TurnDecorators.NoDecorators; // create new params TravelingParameters tp = new TravelingParameters(); #region Get Maneuver Maneuver m = new Maneuver(); bool usingSpeed = true; // get lane path LinePath lp = lane.LanePath().Clone(); lp.Reverse(); #region Distance Cutoff // check if distance is less than cutoff if (navStopDistance < distanceCutOff) { // default behavior tp.SpeedCommand = new StopAtDistSpeedCommand(navStopDistance); Behavior b = new StayInLaneBehavior(lane.LaneId, new StopAtDistSpeedCommand(navStopDistance), new List <int>(), lp, lane.Width, lane.NumberOfLanesLeft(state.Front, false), lane.NumberOfLanesRight(state.Front, false)); // stopping so not using speed param usingSpeed = false; IState nextState = CoreCommon.CorePlanningState; m = new Maneuver(b, nextState, decorators, state.Timestamp); } #endregion #region Outisde Distance Envelope // not inside distance envalope else { // get lane ArbiterLane al = lane; // default behavior tp.SpeedCommand = new ScalarSpeedCommand(Math.Min(navStopSpeed, 2.24)); Behavior b = new StayInLaneBehavior(al.LaneId, new ScalarSpeedCommand(Math.Min(navStopSpeed, 2.24)), new List <int>(), lp, al.Width, al.NumberOfLanesRight(state.Front, false), al.NumberOfLanesLeft(state.Front, false)); // standard behavior is fine for maneuver m = new Maneuver(b, CoreCommon.CorePlanningState, decorators, state.Timestamp); } #endregion #endregion #region Parameterize tp.Behavior = m.PrimaryBehavior; tp.Decorators = m.PrimaryBehavior.Decorators; tp.DistanceToGo = navStopDistance; tp.NextState = m.PrimaryState; tp.RecommendedSpeed = navStopSpeed; tp.Type = TravellingType.Navigation; tp.UsingSpeed = usingSpeed; tp.VehiclesToIgnore = new List <int>(); // return navigation params return(tp); #endregion }
/// <summary> /// Intelligence thread /// </summary> public void CoreIntelligence() { // wait for entry data this.WaitForEntryData(); // jumpstart behavioral this.Behavioral.Jumpstart(); // timer, run at 10Hz MMWaitableTimer cycleTimer = new MMWaitableTimer(100); // stopwatch Stopwatch stopwatch = new Stopwatch(); Stopwatch stopwatch2 = new Stopwatch(); // set initial state CoreCommon.CorePlanningState = new StartUpState(); // send the projection to the operational components CoreCommon.Communications.TrySendProjection(); CoreCommon.Communications.TryOperationalTestFacadeConnect(); // always run while (this.arbiterMode == ArbiterMode.Run || this.arbiterMode == ArbiterMode.Pause) { try { // make sure we run at 10Hz cycleTimer.WaitEvent.WaitOne(); if (this.arbiterMode == ArbiterMode.Run) { // start stopwatch stopwatch.Reset(); stopwatch.Start(); // reset ai information CoreCommon.CurrentInformation = new ArbiterInformation(); // check for null current state if (CoreCommon.CorePlanningState == null) { CoreCommon.CorePlanningState = new StartUpState(); throw new Exception("CoreCommon.CorePlanningState == null, returning to startup state"); } // get goal INavigableNode goal = StateReasoning.FilterGoal(CoreCommon.Communications.GetVehicleState()); // filter the state for needed changes CoreCommon.CorePlanningState = StateReasoning.FilterStates(CoreCommon.Communications.GetCarMode(), Behavioral); // set current state CoreCommon.CurrentInformation.CurrentState = CoreCommon.CorePlanningState.ShortDescription(); CoreCommon.CurrentInformation.CurrentStateInfo = CoreCommon.CorePlanningState.StateInformation(); // plan the maneuver Maneuver m = Behavioral.Plan( CoreCommon.Communications.GetVehicleState(), CoreCommon.Communications.GetVehicleSpeed().Value, CoreCommon.Communications.GetObservedVehicles(), CoreCommon.Communications.GetObservedObstacles(), CoreCommon.Communications.GetCarMode(), goal); // set next state CoreCommon.CorePlanningState = m.PrimaryState; CoreCommon.CurrentInformation.NextState = CoreCommon.CorePlanningState.ShortDescription(); CoreCommon.CurrentInformation.NextStateInfo = CoreCommon.CorePlanningState.StateInformation(); // get ignorable List <int> toIgnore = new List <int>(); if (m.PrimaryBehavior is StayInLaneBehavior) { StayInLaneBehavior silb = (StayInLaneBehavior)m.PrimaryBehavior; if (silb.IgnorableObstacles != null) { toIgnore.AddRange(silb.IgnorableObstacles); } else { ArbiterOutput.Output("stay in lane ignorable obstacles null"); } } else if (m.PrimaryBehavior is SupraLaneBehavior) { SupraLaneBehavior slb = (SupraLaneBehavior)m.PrimaryBehavior; if (slb.IgnorableObstacles != null) { toIgnore.AddRange(slb.IgnorableObstacles); } else { ArbiterOutput.Output("Supra lane ignorable obstacles null"); } } CoreCommon.CurrentInformation.FVTIgnorable = toIgnore.ToArray(); // reset the execution stopwatch this.executionStopwatch.Stop(); this.executionStopwatch.Reset(); this.executionStopwatch.Start(); // send behavior to communications CoreCommon.Communications.Execute(m.PrimaryBehavior); CoreCommon.CurrentInformation.NextBehavior = m.PrimaryBehavior.ToShortString(); CoreCommon.CurrentInformation.NextBehaviorInfo = m.PrimaryBehavior.ShortBehaviorInformation(); CoreCommon.CurrentInformation.NextSpeedCommand = m.PrimaryBehavior.SpeedCommandString(); CoreCommon.CurrentInformation.NextBehaviorTimestamp = m.PrimaryBehavior.TimeStamp.ToString("F6"); #region Turn Decorators // set turn signal decorators if (m.PrimaryBehavior.Decorators != null) { bool foundDec = false; foreach (BehaviorDecorator bd in m.PrimaryBehavior.Decorators) { if (bd is TurnSignalDecorator) { if (!foundDec) { TurnSignalDecorator tsd = (TurnSignalDecorator)bd; foundDec = true; CoreCommon.CurrentInformation.NextBehaviorTurnSignals = tsd.Signal.ToString(); } else { CoreCommon.CurrentInformation.NextBehaviorTurnSignals = "Multiple!"; } } } } #endregion // filter the lane state if (CoreCommon.CorePlanningState.UseLaneAgent) { this.coreLaneAgent.UpdateInternal(CoreCommon.CorePlanningState.InternalLaneState, CoreCommon.CorePlanningState.ResetLaneAgent); this.coreLaneAgent.UpdateEvidence(CoreCommon.Communications.GetVehicleState().Area); CoreCommon.CorePlanningState = this.coreLaneAgent.UpdateFilter(); } // log and send information to remote listeners CoreCommon.Communications.UpdateInformation(CoreCommon.CurrentInformation); // check cycle time stopwatch.Stop(); if (stopwatch.ElapsedMilliseconds > 100 || global::UrbanChallenge.Arbiter.Core.ArbiterSettings.Default.PrintCycleTimesAlways) { ArbiterOutput.Output("Cycle t: " + stopwatch.ElapsedMilliseconds.ToString()); } } } catch (Exception e) { // notify exception made its way up to the core thread ArbiterOutput.Output("\n\n"); ArbiterOutput.Output("Core Intelligence Thread caught exception!! \n"); ArbiterOutput.Output(" Exception type: " + e.GetType().ToString()); ArbiterOutput.Output(" Exception thrown by: " + e.TargetSite + "\n"); ArbiterOutput.Output(" Stack Trace: " + e.StackTrace + "\n"); if (e is NullReferenceException) { NullReferenceException nre = (NullReferenceException)e; ArbiterOutput.Output("Null reference exception from: " + nre.Source); } ArbiterOutput.Output("\n"); if (this.executionStopwatch.ElapsedMilliseconds / 1000.0 > 3.0) { ArbiterOutput.Output(" Time since last execution more then 3 seconds"); ArbiterOutput.Output(" Resetting and Restarting Intelligence"); try { Thread tmp = new Thread(ResetThread); tmp.IsBackground = true; this.arbiterMode = ArbiterMode.Stop; tmp.Start(); } catch (Exception ex) { ArbiterOutput.Output("\n\n"); ArbiterOutput.Output("Core Intelligence Thread caught exception attempting to restart itself1!!!!HOLYCRAP!! \n"); ArbiterOutput.Output(" Exception thrown by: " + ex.TargetSite + "\n"); ArbiterOutput.Output(" Stack Trace: " + ex.StackTrace + "\n"); ArbiterOutput.Output(" Resetting planning state to startup"); ArbiterOutput.Output("\n"); CoreCommon.CorePlanningState = new StartUpState(); } } } } }
public override void Process(object param) { try { Trace.CorrelationManager.StartLogicalOperation("ChangeLanes"); if (!base.BeginProcess()) { return; } // check if we were given a parameter if (param != null && param is ChangeLaneBehavior) { ChangeLaneBehavior clParam = (ChangeLaneBehavior)param; HandleBehavior(clParam); BehaviorManager.TraceSource.TraceEvent(TraceEventType.Verbose, 0, "got new param -- speed {0}, dist {1}, dist timestamp {2}", clParam.SpeedCommand, clParam.MaxDist, clParam.TimeStamp); } // project the lane paths up to the current time RelativeTransform relTransform = Services.RelativePose.GetTransform(behaviorTimestamp, curTimestamp); LinePath curStartingPath = startingLanePath.Transform(relTransform); LinePath curEndingPath = endingLanePath.Transform(relTransform); // get the starting and ending lane models ILaneModel startingLaneModel, endingLaneModel; Services.RoadModelProvider.GetLaneChangeModels(curStartingPath, startingLaneWidth, startingNumLanesLeft, startingNumLanesRight, curEndingPath, endingLaneWidth, changeLeft, behaviorTimestamp, out startingLaneModel, out endingLaneModel); // calculate the max speed // TODO: make this look ahead for slowing down settings.maxSpeed = GetMaxSpeed(endingLanePath, endingLanePath.ZeroPoint); // get the remaining lane change distance double remainingDist = GetRemainingLaneChangeDistance(); BehaviorManager.TraceSource.TraceEvent(TraceEventType.Verbose, 0, "remaining distance is {0}", remainingDist); if (cancelled) { return; } // check if we're done if (remainingDist <= 0) { // create a new stay in lane behavior int deltaLanes = changeLeft ? -1 : 1; StayInLaneBehavior stayInLane = new StayInLaneBehavior(endingLaneID, speedCommand, null, endingLanePath, endingLaneWidth, startingNumLanesLeft + deltaLanes, startingNumLanesRight - deltaLanes); stayInLane.TimeStamp = behaviorTimestamp.ts; Services.BehaviorManager.Execute(stayInLane, null, false); // send completion report ForwardCompletionReport(new SuccessCompletionReport(typeof(ChangeLaneBehavior))); return; } // calculate the planning distance double planningDist = GetPlanningDistance(); if (planningDist < remainingDist + TahoeParams.VL) { planningDist = remainingDist + TahoeParams.VL; } BehaviorManager.TraceSource.TraceEvent(TraceEventType.Verbose, 0, "planning dist {0}", planningDist); // create a linearization options structure LinearizationOptions laneOpts = new LinearizationOptions(); laneOpts.Timestamp = curTimestamp; // get the center line of the target lane starting at the distance we want to enter into it laneOpts.StartDistance = remainingDist; laneOpts.EndDistance = planningDist; LinePath centerLine = endingLaneModel.LinearizeCenterLine(laneOpts); // add the final center line as a weighting AddTargetPath(centerLine.Clone(), default_lane_alpha_w); // pre-pend (0,0) as our position centerLine.Insert(0, new Coordinates(0, 0)); LinePath leftBound = null; LinePath rightBound = null; // figure out if the lane is to the right or left of us laneOpts.EndDistance = planningDist; double leftEndingStartDist, rightEndingStartDist; GetLaneBoundStartDists(curEndingPath, endingLaneWidth, out leftEndingStartDist, out rightEndingStartDist); if (changeLeft) { // we're the target lane is to the left // get the left bound of the target lane laneOpts.StartDistance = Math.Max(leftEndingStartDist, TahoeParams.FL); leftBound = endingLaneModel.LinearizeLeftBound(laneOpts); } else { // we're changing to the right, get the right bound of the target lane laneOpts.StartDistance = Math.Max(rightEndingStartDist, TahoeParams.FL); rightBound = endingLaneModel.LinearizeRightBound(laneOpts); } // get the other bound as the starting lane up to 5m before the remaining dist laneOpts.StartDistance = TahoeParams.FL; laneOpts.EndDistance = Math.Max(0, remainingDist - 5); if (changeLeft) { if (laneOpts.EndDistance > 0) { rightBound = startingLaneModel.LinearizeRightBound(laneOpts); } else { rightBound = new LinePath(); } } else { if (laneOpts.EndDistance > 0) { leftBound = startingLaneModel.LinearizeLeftBound(laneOpts); } else { leftBound = new LinePath(); } } // append on the that bound of the target lane starting at the remaining dist laneOpts.StartDistance = Math.Max(remainingDist, TahoeParams.FL); laneOpts.EndDistance = planningDist; if (changeLeft) { rightBound.AddRange(endingLaneModel.LinearizeRightBound(laneOpts)); } else { leftBound.AddRange(endingLaneModel.LinearizeLeftBound(laneOpts)); } // set up the planning smootherBasePath = centerLine; AddLeftBound(leftBound, !changeLeft); AddRightBound(rightBound, changeLeft); Services.UIService.PushLineList(centerLine, curTimestamp, "subpath", true); Services.UIService.PushLineList(leftBound, curTimestamp, "left bound", true); Services.UIService.PushLineList(rightBound, curTimestamp, "right bound", true); if (cancelled) { return; } // set auxillary options settings.endingHeading = centerLine.EndSegment.UnitVector.ArcTan; // smooth and track that stuff SmoothAndTrack(commandLabel, true); } finally { Trace.CorrelationManager.StopLogicalOperation(); } }
public override void ExecuteBehavior(Behavior behavior, Common.Coordinates location, RndfWaypointID lowerBound, RndfWaypointID upperBound) { if (behavior is UTurnBehavior) { // } // check to see if we are at the upper bound RndfWayPoint upperWaypoint = channelListener.RndfNetwork.Waypoints[upperBound]; if (!(behavior is TurnBehavior) && upperWaypoint.NextLanePartition != null && location.DistanceTo(upperWaypoint.Position) < 3) { lowerBound = upperWaypoint.WaypointID; upperBound = upperWaypoint.NextLanePartition.FinalWaypoint.WaypointID; } Console.WriteLine(" > Received Instruction to Execute Behavior: " + behavior.ToString()); if (behavior is StayInLaneBehavior) { StayInLaneBehavior stayInLane = (StayInLaneBehavior)behavior; if (stayInLane.SpeedCommand is StopLineLaneSpeedCommand) { StopLineLaneSpeedCommand speedCommand = (StopLineLaneSpeedCommand)stayInLane.SpeedCommand; if (speedCommand.Distance < 2) { // Create a fake vehicle state VehicleState vehicleState = new VehicleState(); vehicleState.xyPosition = location; LaneEstimate laneEstimate = new LaneEstimate(lowerBound.LaneID, lowerBound.LaneID, 1); List <LaneEstimate> laneEstimates = new List <LaneEstimate>(); laneEstimates.Add(laneEstimate); vehicleState.speed = 0; vehicleState.vehicleRndfState = new VehicleRndfState(laneEstimates); this.PublishVehicleState(vehicleState); ///Console.WriteLine(" > Published Position"); } else { // Create a fake vehicle state VehicleState vehicleState = new VehicleState(); vehicleState.xyPosition = channelListener.RndfNetwork.Waypoints[upperBound].Position; LaneEstimate laneEstimate = new LaneEstimate(lowerBound.LaneID, lowerBound.LaneID, 1); List <LaneEstimate> laneEstimates = new List <LaneEstimate>(); laneEstimates.Add(laneEstimate); vehicleState.speed = 3; vehicleState.vehicleRndfState = new VehicleRndfState(laneEstimates); this.PublishVehicleState(vehicleState); ///Console.WriteLine(" > Published Position"); } } else if (stayInLane.SpeedCommand is StopLaneSpeedCommand) { // Create a fake vehicle state VehicleState vehicleState = new VehicleState(); vehicleState.xyPosition = location; LaneEstimate laneEstimate = new LaneEstimate(lowerBound.LaneID, lowerBound.LaneID, 1); List <LaneEstimate> laneEstimates = new List <LaneEstimate>(); laneEstimates.Add(laneEstimate); vehicleState.speed = -5; vehicleState.vehicleRndfState = new VehicleRndfState(laneEstimates); this.PublishVehicleState(vehicleState); ///Console.WriteLine(" > Published Position"); } else if (stayInLane.SpeedCommand is DefaultLaneSpeedCommand) { // Create a fake vehicle state VehicleState vehicleState = new VehicleState(); vehicleState.xyPosition = channelListener.RndfNetwork.Waypoints[upperBound].Position; LaneEstimate laneEstimate = new LaneEstimate(lowerBound.LaneID, lowerBound.LaneID, 1); List <LaneEstimate> laneEstimates = new List <LaneEstimate>(); laneEstimates.Add(laneEstimate); vehicleState.speed = 3; vehicleState.vehicleRndfState = new VehicleRndfState(laneEstimates); this.PublishVehicleState(vehicleState); //Console.WriteLine(" > Published Position"); } else { throw new ArgumentException("Unknown Lane Speed Type", "stayInLane.SpeedCommand"); } } // TODO: include midway point else if (behavior is TurnBehavior) { TurnBehavior currentBehavior = (TurnBehavior)behavior; RndfWayPoint exitWaypoint = channelListener.RndfNetwork.Waypoints[currentBehavior.ExitPoint]; if (location.DistanceTo(exitWaypoint.Position) < 0.1) { // Create a fake vehicle state VehicleState vehicleState = new VehicleState(); RndfWayPoint entryWaypoint = channelListener.RndfNetwork.Waypoints[currentBehavior.EntryPoint]; Common.Coordinates change = entryWaypoint.Position - exitWaypoint.Position; Common.Coordinates midpoint = exitWaypoint.Position + change / 2; LaneEstimate laneEstimate = new LaneEstimate(currentBehavior.ExitPoint.LaneID, currentBehavior.EntryPoint.LaneID, 1); vehicleState.xyPosition = midpoint; List <LaneEstimate> laneEstimates = new List <LaneEstimate>(); laneEstimates.Add(laneEstimate); vehicleState.speed = 3; vehicleState.vehicleRndfState = new VehicleRndfState(laneEstimates); this.PublishVehicleState(vehicleState); } else { // Create a fake vehicle state VehicleState vehicleState = new VehicleState(); vehicleState.xyPosition = channelListener.RndfNetwork.Waypoints[currentBehavior.EntryPoint].Position; LaneEstimate laneEstimate = new LaneEstimate(currentBehavior.EntryPoint.LaneID, currentBehavior.EntryPoint.LaneID, 1); List <LaneEstimate> laneEstimates = new List <LaneEstimate>(); laneEstimates.Add(laneEstimate); vehicleState.speed = 3; vehicleState.vehicleRndfState = new VehicleRndfState(laneEstimates); this.PublishVehicleState(vehicleState); //Console.WriteLine(" > Published Position"); } } else { throw new ArgumentException("Unknown Behavior Type", "behavior"); } //Console.WriteLine("Sent Back Position \n"); }
/// <summary> /// Plans what maneuer we should take next /// </summary> /// <param name="planningState"></param> /// <param name="navigationalPlan"></param> /// <param name="vehicleState"></param> /// <param name="vehicles"></param> /// <param name="obstacles"></param> /// <param name="blockage"></param> /// <returns></returns> public Maneuver Plan(IState planningState, RoadPlan navigationalPlan, VehicleState vehicleState, SceneEstimatorTrackedClusterCollection vehicles, SceneEstimatorUntrackedClusterCollection obstacles, List <ITacticalBlockage> blockages, double vehicleSpeed) { // assign vehicles to their lanes this.roadMonitor.Assign(vehicles); // navigation tasks this.taskReasoning.navigationPlan = navigationalPlan; #region Stay in lane // maneuver given we are in a lane if (planningState is StayInLaneState) { // get state StayInLaneState sils = (StayInLaneState)planningState; // check reasoning if needs to be different if (this.forwardReasoning == null || !this.forwardReasoning.Lane.Equals(sils.Lane)) { if (sils.Lane.LaneOnLeft == null) { this.leftLateralReasoning = new LateralReasoning(null, SideObstacleSide.Driver); } else if (sils.Lane.LaneOnLeft.Way.Equals(sils.Lane.Way)) { this.leftLateralReasoning = new LateralReasoning(sils.Lane.LaneOnLeft, SideObstacleSide.Driver); } else { this.leftLateralReasoning = new OpposingLateralReasoning(sils.Lane.LaneOnLeft, SideObstacleSide.Driver); } if (sils.Lane.LaneOnRight == null) { this.rightLateralReasoning = new LateralReasoning(null, SideObstacleSide.Passenger); } else if (sils.Lane.LaneOnRight.Way.Equals(sils.Lane.Way)) { this.rightLateralReasoning = new LateralReasoning(sils.Lane.LaneOnRight, SideObstacleSide.Passenger); } else { this.rightLateralReasoning = new OpposingLateralReasoning(sils.Lane.LaneOnRight, SideObstacleSide.Passenger); } this.forwardReasoning = new ForwardReasoning(this.leftLateralReasoning, this.rightLateralReasoning, sils.Lane); } // populate navigation with road plan taskReasoning.SetRoadPlan(navigationalPlan, sils.Lane); // as penalties for lane changes already taken into account, can just look at // best lane plan to figure out what to do TypeOfTasks bestTask = taskReasoning.Best; // get the forward lane plan Maneuver forwardManeuver = forwardReasoning.ForwardManeuver(sils.Lane, vehicleState, navigationalPlan, blockages, sils.WaypointsToIgnore); // get the secondary Maneuver?secondaryManeuver = forwardReasoning.AdvancedSecondary(sils.Lane, vehicleState, navigationalPlan, blockages, sils.WaypointsToIgnore, bestTask); //forwardReasoning.SecondaryManeuver(sils.Lane, vehicleState, navigationalPlan, blockages, sils.WaypointsToIgnore, bestTask); // check behavior type for uturn if (secondaryManeuver.HasValue && secondaryManeuver.Value.PrimaryBehavior is UTurnBehavior) { return(secondaryManeuver.Value); } // check if we wish to change lanes here if (bestTask != TypeOfTasks.Straight) { // parameters LaneChangeParameters parameters; secondaryManeuver = this.forwardReasoning.AdvancedDesiredLaneChangeManeuver(sils.Lane, bestTask == TypeOfTasks.Left ? true : false, navigationalPlan.BestPlan.laneWaypointOfInterest.PointOfInterest, navigationalPlan, vehicleState, blockages, sils.WaypointsToIgnore, new LaneChangeInformation(LaneChangeReason.Navigation, this.forwardReasoning.ForwardMonitor.ForwardVehicle.CurrentVehicle), secondaryManeuver, out parameters); } // final maneuver Maneuver finalManeuver = secondaryManeuver.HasValue ? secondaryManeuver.Value : forwardManeuver; // set opposing vehicle flag if (false && this.leftLateralReasoning != null && this.leftLateralReasoning is OpposingLateralReasoning && finalManeuver.PrimaryBehavior is StayInLaneBehavior) { StayInLaneBehavior silb = (StayInLaneBehavior)finalManeuver.PrimaryBehavior; OpposingLateralReasoning olr = (OpposingLateralReasoning)this.leftLateralReasoning; olr.ForwardMonitor.ForwardVehicle.Update(olr.lane, vehicleState); if (olr.ForwardMonitor.ForwardVehicle.CurrentVehicle != null) { ForwardVehicleTrackingControl fvtc = olr.ForwardMonitor.ForwardVehicle.GetControl(olr.lane, vehicleState); BehaviorDecorator[] bds = new BehaviorDecorator[finalManeuver.PrimaryBehavior.Decorators.Count]; finalManeuver.PrimaryBehavior.Decorators.CopyTo(bds); finalManeuver.PrimaryBehavior.Decorators = new List <BehaviorDecorator>(bds); silb.Decorators.Add(new OpposingLaneDecorator(fvtc.xSeparation, olr.ForwardMonitor.ForwardVehicle.CurrentVehicle.Speed)); ArbiterOutput.Output("Added Opposing Lane Decorator: " + fvtc.xSeparation.ToString("F2") + "m, " + olr.ForwardMonitor.ForwardVehicle.CurrentVehicle.Speed.ToString("f2") + "m/s"); } finalManeuver.PrimaryBehavior = silb; } // return the final return(finalManeuver); } #endregion #region Stay in supra lane else if (CoreCommon.CorePlanningState is StayInSupraLaneState) { // get state StayInSupraLaneState sisls = (StayInSupraLaneState)planningState; // check reasoning if (this.forwardReasoning == null || !this.forwardReasoning.Lane.Equals(sisls.Lane)) { if (sisls.Lane.Initial.LaneOnLeft == null) { this.leftLateralReasoning = new LateralReasoning(null, SideObstacleSide.Driver); } else if (sisls.Lane.Initial.LaneOnLeft.Way.Equals(sisls.Lane.Initial.Way)) { this.leftLateralReasoning = new LateralReasoning(sisls.Lane.Initial.LaneOnLeft, SideObstacleSide.Driver); } else { this.leftLateralReasoning = new OpposingLateralReasoning(sisls.Lane.Initial.LaneOnLeft, SideObstacleSide.Driver); } if (sisls.Lane.Initial.LaneOnRight == null) { this.rightLateralReasoning = new LateralReasoning(null, SideObstacleSide.Passenger); } else if (sisls.Lane.Initial.LaneOnRight.Way.Equals(sisls.Lane.Initial.Way)) { this.rightLateralReasoning = new LateralReasoning(sisls.Lane.Initial.LaneOnRight, SideObstacleSide.Passenger); } else { this.rightLateralReasoning = new OpposingLateralReasoning(sisls.Lane.Initial.LaneOnRight, SideObstacleSide.Passenger); } this.forwardReasoning = new ForwardReasoning(this.leftLateralReasoning, this.rightLateralReasoning, sisls.Lane); } // populate navigation with road plan taskReasoning.SetSupraRoadPlan(navigationalPlan, sisls.Lane); // as penalties for lane changes already taken into account, can just look at // best lane plan to figure out what to do // TODO: NOTE THAT THIS BEST TASK SHOULD BE IN THE SUPRA LANE!! (DO WE NEED THIS) TypeOfTasks bestTask = taskReasoning.Best; // get the forward lane plan Maneuver forwardManeuver = forwardReasoning.ForwardManeuver(sisls.Lane, vehicleState, navigationalPlan, blockages, sisls.WaypointsToIgnore); // get hte secondary Maneuver?secondaryManeuver = forwardReasoning.AdvancedSecondary(sisls.Lane, vehicleState, navigationalPlan, blockages, new List <ArbiterWaypoint>(), bestTask); //forwardReasoning.SecondaryManeuver(sisls.Lane, vehicleState, navigationalPlan, blockages, sisls.WaypointsToIgnore, bestTask); // final maneuver Maneuver finalManeuver = secondaryManeuver.HasValue ? secondaryManeuver.Value : forwardManeuver; // check if stay in lane if (false && this.leftLateralReasoning != null && this.leftLateralReasoning is OpposingLateralReasoning && finalManeuver.PrimaryBehavior is SupraLaneBehavior) { SupraLaneBehavior silb = (SupraLaneBehavior)finalManeuver.PrimaryBehavior; OpposingLateralReasoning olr = (OpposingLateralReasoning)this.leftLateralReasoning; olr.ForwardMonitor.ForwardVehicle.Update(olr.lane, vehicleState); if (olr.ForwardMonitor.ForwardVehicle.CurrentVehicle != null) { ForwardVehicleTrackingControl fvtc = olr.ForwardMonitor.ForwardVehicle.GetControl(olr.lane, vehicleState); BehaviorDecorator[] bds = new BehaviorDecorator[finalManeuver.PrimaryBehavior.Decorators.Count]; finalManeuver.PrimaryBehavior.Decorators.CopyTo(bds); finalManeuver.PrimaryBehavior.Decorators = new List <BehaviorDecorator>(bds); silb.Decorators.Add(new OpposingLaneDecorator(fvtc.xSeparation, olr.ForwardMonitor.ForwardVehicle.CurrentVehicle.Speed)); ArbiterOutput.Output("Added Opposing Lane Decorator: " + fvtc.xSeparation.ToString("F2") + "m, " + olr.ForwardMonitor.ForwardVehicle.CurrentVehicle.Speed.ToString("f2") + "m/s"); } finalManeuver.PrimaryBehavior = silb; } // return the final return(finalManeuver); // notify /*if (secondaryManeuver.HasValue) * ArbiterOutput.Output("Secondary Maneuver"); * * // check for forward's secondary maneuver for desired behavior other than going straight * if (secondaryManeuver.HasValue) * { * // return the secondary maneuver * return secondaryManeuver.Value; * } * // otherwise our default behavior and posibly desired is going straight * else * { * // return default forward maneuver * return forwardManeuver; * }*/ } #endregion #region Change Lanes State // maneuver given we are changing lanes else if (planningState is ChangeLanesState) { // get state ChangeLanesState cls = (ChangeLanesState)planningState; LaneChangeReasoning lcr = new LaneChangeReasoning(); Maneuver final = lcr.PlanLaneChange(cls, vehicleState, navigationalPlan, blockages, new List <ArbiterWaypoint>()); #warning need to filter through waypoints to ignore so don't get stuck by a stop line //Maneuver final = new Maneuver(cls.Resume(vehicleState, vehicleSpeed), cls, cls.DefaultStateDecorators, vehicleState.Timestamp); // return the final planned maneuver return(final); /*if (!cls.parameters..TargetIsOnComing) * { * // check reasoning * if (this.forwardReasoning == null || !this.forwardReasoning.Lane.Equals(cls.TargetLane)) * { * if (cls.TargetLane.LaneOnLeft.Way.Equals(cls.TargetLane.Way)) * this.leftLateralReasoning = new LateralReasoning(cls.TargetLane.LaneOnLeft); * else * this.leftLateralReasoning = new OpposingLateralReasoning(cls.TargetLane.LaneOnLeft); * * if (cls.TargetLane.LaneOnRight.Way.Equals(cls.TargetLane.Way)) * this.rightLateralReasoning = new LateralReasoning(cls.TargetLane.LaneOnRight); * else * this.rightLateralReasoning = new OpposingLateralReasoning(cls.TargetLane.LaneOnRight); * * this.forwardReasoning = new ForwardReasoning(this.leftLateralReasoning, this.rightLateralReasoning, cls.TargetLane); * } * * * // get speed command * double speed; * double distance; * this.forwardReasoning.ForwardMonitor.StoppingParams(new ArbiterWaypoint(cls.TargetUpperBound.pt, null), cls.TargetLane, vehicleState.Front, vehicleState.ENCovariance, out speed, out distance); * SpeedCommand sc = new ScalarSpeedCommand(Math.Max(speed, 0.0)); * cls.distanceLeft = distance; * * // get behavior * ChangeLaneBehavior clb = new ChangeLaneBehavior(cls.InitialLane.LaneId, cls.TargetLane.LaneId, cls.InitialLane.LaneOnLeft != null && cls.InitialLane.LaneOnLeft.Equals(cls.TargetLane), * distance, sc, new List<int>(), cls.InitialLane.PartitionPath, cls.TargetLane.PartitionPath, cls.InitialLane.Width, cls.TargetLane.Width); * * // plan over the target lane * //Maneuver targetManeuver = forwardReasoning.ForwardManeuver(cls.TargetLane, vehicleState, !cls.TargetIsOnComing, blockage, cls.InitialLaneState.IgnorableWaypoints); * * // plan over the initial lane * //Maneuver initialManeuver = forwardReasoning.ForwardManeuver(cls.InitialLane, vehicleState, !cls.InitialIsOncoming, blockage, cls.InitialLaneState.IgnorableWaypoints); * * // generate the change lanes command * //Maneuver final = laneChangeReasoning.PlanLaneChange(cls, initialManeuver, targetManeuver); * * } * else * { * throw new Exception("Change lanes into oncoming not supported yet by road tactical"); * }*/ } #endregion #region Opposing Lanes State // maneuver given we are in an opposing lane else if (planningState is OpposingLanesState) { // get state OpposingLanesState ols = (OpposingLanesState)planningState; ArbiterWayId opposingWay = ols.OpposingWay; ols.SetClosestGood(vehicleState); ols.ResetLaneAgent = false; // check reasoning if (this.opposingReasoning == null || !this.opposingReasoning.Lane.Equals(ols.OpposingLane)) { if (ols.OpposingLane.LaneOnRight == null) { this.leftLateralReasoning = new LateralReasoning(null, SideObstacleSide.Driver); } else if (!ols.OpposingLane.LaneOnRight.Way.Equals(ols.OpposingLane.Way)) { this.leftLateralReasoning = new LateralReasoning(ols.OpposingLane.LaneOnRight, SideObstacleSide.Driver); } else { this.leftLateralReasoning = new OpposingLateralReasoning(ols.OpposingLane.LaneOnRight, SideObstacleSide.Driver); } if (ols.OpposingLane.LaneOnLeft == null) { this.rightLateralReasoning = new LateralReasoning(null, SideObstacleSide.Passenger); } else if (!ols.OpposingLane.LaneOnLeft.Way.Equals(ols.OpposingLane.Way)) { this.rightLateralReasoning = new LateralReasoning(ols.OpposingLane.LaneOnLeft, SideObstacleSide.Passenger); } else { this.rightLateralReasoning = new OpposingLateralReasoning(ols.OpposingLane.LaneOnLeft, SideObstacleSide.Passenger); } this.opposingReasoning = new OpposingReasoning(this.leftLateralReasoning, this.rightLateralReasoning, ols.OpposingLane); } // get the forward lane plan Maneuver forwardManeuver = this.opposingReasoning.ForwardManeuver(ols.OpposingLane, ols.ClosestGoodLane, vehicleState, navigationalPlan, blockages); // get the secondary maneuver Maneuver?secondaryManeuver = null; if (ols.ClosestGoodLane != null) { secondaryManeuver = this.opposingReasoning.SecondaryManeuver(ols.OpposingLane, ols.ClosestGoodLane, vehicleState, blockages, ols.EntryParameters); } // check for reasonings secondary maneuver for desired behavior other than going straight if (secondaryManeuver != null) { // return the secondary maneuver return(secondaryManeuver.Value); } // otherwise our default behavior and posibly desired is going straight else { // return default forward maneuver return(forwardManeuver); } } #endregion #region not imp /* #region Uturn * * // we are making a uturn * else if (planningState is uTurnState) * { * // get the uturn state * uTurnState uts = (uTurnState)planningState; * * // get the final lane we wish to be in * ArbiterLane targetLane = uts.TargetLane; * * // get operational state * Type operationalBehaviorType = CoreCommon.Communications.GetCurrentOperationalBehavior(); * * // check if we have completed the uturn * bool complete = operationalBehaviorType == typeof(StayInLaneBehavior); * * // default next behavior * Behavior nextBehavior = new StayInLaneBehavior(targetLane.LaneId, new ScalarSpeedCommand(CoreCommon.OperationalStopSpeed), new List<int>()); * nextBehavior.Decorators = TurnDecorators.NoDecorators; * * // check if complete * if (complete) * { * // stay in lane * List<ArbiterLaneId> aprioriLanes = new List<ArbiterLaneId>(); * aprioriLanes.Add(targetLane.LaneId); * return new Maneuver(nextBehavior, new StayInLaneState(targetLane), null, null, aprioriLanes, true); * } * // otherwise keep same * else * { * // set abort behavior * ((StayInLaneBehavior)nextBehavior).SpeedCommand = new ScalarSpeedCommand(0.0); * * // maneuver * return new Maneuver(uts.DefaultBehavior, uts, nextBehavior, new StayInLaneState(targetLane)); * } * } * #endregion*/ #endregion #region Unknown // unknown state else { throw new Exception("Unknown Travel State type: planningState: " + planningState.ToString() + "\n with type: " + planningState.GetType().ToString()); } #endregion }
/// <summary> /// Plan a lane change /// </summary> /// <param name="cls"></param> /// <param name="initialManeuver"></param> /// <param name="targetManeuver"></param> /// <returns></returns> public Maneuver PlanLaneChange(ChangeLanesState cls, VehicleState vehicleState, RoadPlan roadPlan, List <ITacticalBlockage> blockages, List <ArbiterWaypoint> ignorable) { // check blockages if (blockages != null && blockages.Count > 0 && blockages[0] is LaneChangeBlockage) { // create the blockage state EncounteredBlockageState ebs = new EncounteredBlockageState(blockages[0], CoreCommon.CorePlanningState); // go to a blockage handling tactical return(new Maneuver(new NullBehavior(), ebs, TurnDecorators.NoDecorators, vehicleState.Timestamp)); } // lanes of the lane change ArbiterLane initial = cls.Parameters.Initial; ArbiterLane target = cls.Parameters.Target; #region Initial Forwards if (!cls.Parameters.InitialOncoming) { ForwardReasoning initialReasoning = new ForwardReasoning(new LateralReasoning(null, SideObstacleSide.Driver), new LateralReasoning(null, SideObstacleSide.Driver), initial); #region Target Forwards if (!cls.Parameters.TargetOncoming) { // target reasoning ForwardReasoning targetReasoning = new ForwardReasoning(new LateralReasoning(null, SideObstacleSide.Driver), new LateralReasoning(null, SideObstacleSide.Driver), target); #region Navigation if (cls.Parameters.Reason == LaneChangeReason.Navigation) { // parameters to follow List <TravelingParameters> tps = new List <TravelingParameters>(); // vehicles to ignore List <int> ignorableVehicles = new List <int>(); // params for forward lane initialReasoning.ForwardManeuver(initial, vehicleState, roadPlan, blockages, ignorable); TravelingParameters initialParams = initialReasoning.ForwardMonitor.ParameterizationHelper(initial, initial, CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId.Equals(roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest.WaypointId) ? initial.WaypointList[initial.WaypointList.Count - 1].Position : roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest.Position, vehicleState.Front, CoreCommon.CorePlanningState, vehicleState, initialReasoning.ForwardMonitor.ForwardVehicle.CurrentVehicle); ArbiterOutput.Output("initial dist to go: " + initialParams.DistanceToGo.ToString("f3")); if (initialParams.Type == TravellingType.Vehicle && !initialReasoning.ForwardMonitor.ForwardVehicle.CurrentVehicle.IsStopped) { tps.Add(initialParams); } else { tps.Add(initialReasoning.ForwardMonitor.NavigationParameters); } ignorableVehicles.AddRange(initialParams.VehiclesToIgnore); // get params for the final lane targetReasoning.ForwardManeuver(target, vehicleState, roadPlan, blockages, new List <ArbiterWaypoint>()); TravelingParameters targetParams = targetReasoning.ForwardMonitor.CurrentParameters; tps.Add(targetParams); ignorableVehicles.AddRange(targetParams.VehiclesToIgnore); try { if (CoreCommon.Communications.GetVehicleSpeed().Value < 0.1 && targetParams.Type == TravellingType.Vehicle && targetReasoning.ForwardMonitor.ForwardVehicle.CurrentVehicle != null && targetReasoning.ForwardMonitor.ForwardVehicle.CurrentVehicle.QueuingState.Queuing == QueuingState.Failed) { return(new Maneuver(new HoldBrakeBehavior(), new StayInLaneState(target, CoreCommon.CorePlanningState), TurnDecorators.NoDecorators, vehicleState.Timestamp)); } } catch (Exception) { } ArbiterOutput.Output("target dist to go: " + targetParams.DistanceToGo.ToString("f3")); // decorators List <BehaviorDecorator> decorators = initial.LaneOnLeft != null && initial.LaneOnLeft.Equals(target) ? TurnDecorators.LeftTurnDecorator : TurnDecorators.RightTurnDecorator; // distance double distanceToGo = initial.DistanceBetween(vehicleState.Front, cls.Parameters.DepartUpperBound); cls.Parameters.DistanceToDepartUpperBound = distanceToGo; // check if need to modify distance to go if (initialParams.Type == TravellingType.Vehicle && initialReasoning.ForwardMonitor.ForwardVehicle.CurrentVehicle.IsStopped) { double curDistToUpper = cls.Parameters.DistanceToDepartUpperBound; double newVhcDistToUpper = initial.DistanceBetween(vehicleState.Front, initialReasoning.ForwardMonitor.ForwardVehicle.CurrentVehicle.ClosestPosition) - 2.0; if (curDistToUpper > newVhcDistToUpper) { distanceToGo = newVhcDistToUpper; } } // get final tps.Sort(); // get the proper speed command ScalarSpeedCommand sc = new ScalarSpeedCommand(tps[0].RecommendedSpeed); if (sc.Speed < 8.84) { sc = new ScalarSpeedCommand(Math.Min(targetParams.RecommendedSpeed, 8.84)); } // continue the lane change with the proper speed command ChangeLaneBehavior clb = new ChangeLaneBehavior(initial.LaneId, target.LaneId, initial.LaneOnLeft != null && initial.LaneOnLeft.Equals(target), distanceToGo, sc, targetParams.VehiclesToIgnore, initial.LanePath(), target.LanePath(), initial.Width, target.Width, initial.NumberOfLanesLeft(vehicleState.Front, true), initial.NumberOfLanesRight(vehicleState.Front, true)); // standard maneuver return(new Maneuver(clb, CoreCommon.CorePlanningState, decorators, vehicleState.Timestamp)); } #endregion #region Failed Forwards else if (cls.Parameters.Reason == LaneChangeReason.FailedForwardVehicle) { // parameters to follow List <TravelingParameters> tps = new List <TravelingParameters>(); // vehicles to ignore List <int> ignorableVehicles = new List <int>(); // params for forward lane initialReasoning.ForwardManeuver(initial, vehicleState, roadPlan, blockages, ignorable); TravelingParameters initialParams = initialReasoning.ForwardMonitor.ParameterizationHelper(initial, initial, CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId.Equals(roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest.WaypointId) ? initial.WaypointList[initial.WaypointList.Count - 1].Position : roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest.Position, vehicleState.Front, CoreCommon.CorePlanningState, vehicleState, null); tps.Add(initialParams); ignorableVehicles.AddRange(initialParams.VehiclesToIgnore); // get params for the final lane targetReasoning.ForwardManeuver(target, vehicleState, roadPlan, blockages, new List <ArbiterWaypoint>()); TravelingParameters targetParams = targetReasoning.ForwardMonitor.CurrentParameters; tps.Add(targetParams); ignorableVehicles.AddRange(targetParams.VehiclesToIgnore); // decorators List <BehaviorDecorator> decorators = initial.LaneOnLeft != null && initial.LaneOnLeft.Equals(target) ? TurnDecorators.LeftTurnDecorator : TurnDecorators.RightTurnDecorator; // distance double distanceToGo = initial.DistanceBetween(vehicleState.Front, cls.Parameters.DepartUpperBound); cls.Parameters.DistanceToDepartUpperBound = distanceToGo; // get final tps.Sort(); // get the proper speed command SpeedCommand sc = new ScalarSpeedCommand(tps[0].RecommendedSpeed); // continue the lane change with the proper speed command ChangeLaneBehavior clb = new ChangeLaneBehavior(initial.LaneId, target.LaneId, initial.LaneOnLeft != null && initial.LaneOnLeft.Equals(target), distanceToGo, sc, targetParams.VehiclesToIgnore, initial.LanePath(), target.LanePath(), initial.Width, target.Width, initial.NumberOfLanesLeft(vehicleState.Front, true), initial.NumberOfLanesRight(vehicleState.Front, true)); // standard maneuver return(new Maneuver(clb, CoreCommon.CorePlanningState, decorators, vehicleState.Timestamp)); } #endregion #region Slow else if (cls.Parameters.Reason == LaneChangeReason.SlowForwardVehicle) { // fallout exception throw new Exception("currently unsupported lane change type"); } #endregion else { // fallout exception throw new Exception("currently unsupported lane change type"); } } #endregion #region Target Oncoming else { OpposingReasoning targetReasoning = new OpposingReasoning(new OpposingLateralReasoning(null, SideObstacleSide.Driver), new OpposingLateralReasoning(null, SideObstacleSide.Driver), target); #region Failed Forward if (cls.Parameters.Reason == LaneChangeReason.FailedForwardVehicle) { // parameters to follow List <TravelingParameters> tps = new List <TravelingParameters>(); // ignore the forward vehicle but keep params for forward lane initialReasoning.ForwardManeuver(initial, vehicleState, roadPlan, blockages, ignorable); TravelingParameters initialParams = initialReasoning.ForwardMonitor.ParameterizationHelper(initial, initial, CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId.Equals(roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest.WaypointId) ? initial.WaypointList[initial.WaypointList.Count - 1].Position : roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest.Position, vehicleState.Front, CoreCommon.CorePlanningState, vehicleState, null); tps.Add(initialParams); // get params for the final lane targetReasoning.ForwardManeuver(target, initial, vehicleState, roadPlan, blockages); TravelingParameters targetParams = targetReasoning.OpposingForwardMonitor.CurrentParamters.Value; tps.Add(targetParams); // decorators List <BehaviorDecorator> decorators = cls.Parameters.ToLeft ? TurnDecorators.LeftTurnDecorator : TurnDecorators.RightTurnDecorator; // distance double distanceToGo = initial.DistanceBetween(vehicleState.Front, cls.Parameters.DepartUpperBound); cls.Parameters.DistanceToDepartUpperBound = distanceToGo; // get final tps.Sort(); // get the proper speed command SpeedCommand sc = new ScalarSpeedCommand(Math.Min(tps[0].RecommendedSpeed, 2.24)); // check final for stopped failed opposing VehicleAgent forwardVa = targetReasoning.OpposingForwardMonitor.ForwardVehicle.CurrentVehicle; if (forwardVa != null) { // dist between double distToFV = -targetReasoning.Lane.DistanceBetween(vehicleState.Front, forwardVa.ClosestPosition); // check stopped bool stopped = Math.Abs(CoreCommon.Communications.GetVehicleSpeed().Value) < 0.5; // check distance bool distOk = distToFV < 2.5 * TahoeParams.VL; // check failed bool failed = forwardVa.QueuingState.Queuing == QueuingState.Failed; // notify ArbiterOutput.Output("Forward Vehicle: Stopped: " + stopped.ToString() + ", DistOk: " + distOk.ToString() + ", Failed: " + failed.ToString()); // check all for failed if (stopped && distOk && failed) { // check inside target if (target.LanePolygon.IsInside(vehicleState.Front)) { // blockage recovery StayInLaneState sils = new StayInLaneState(initial, CoreCommon.CorePlanningState); StayInLaneBehavior silb = new StayInLaneBehavior(initial.LaneId, new StopAtDistSpeedCommand(TahoeParams.VL * 2.0, true), new List <int>(), initial.LanePath(), initial.Width, initial.NumberOfLanesLeft(vehicleState.Front, false), initial.NumberOfLanesRight(vehicleState.Front, false)); BlockageRecoveryState brs = new BlockageRecoveryState(silb, sils, sils, BlockageRecoveryDEFCON.REVERSE, new EncounteredBlockageState(new LaneBlockage(new TrajectoryBlockedReport(CompletionResult.Stopped, 4.0, BlockageType.Static, -1, true, silb.GetType())), sils, BlockageRecoveryDEFCON.INITIAL, SAUDILevel.None), BlockageRecoverySTATUS.EXECUTING); return(new Maneuver(silb, brs, TurnDecorators.HazardDecorator, vehicleState.Timestamp)); } // check which lane we are in else { // return to forward lane return(new Maneuver(new HoldBrakeBehavior(), new StayInLaneState(initial, CoreCommon.CorePlanningState), TurnDecorators.NoDecorators, vehicleState.Timestamp)); } } } // continue the lane change with the proper speed command ChangeLaneBehavior clb = new ChangeLaneBehavior(initial.LaneId, target.LaneId, cls.Parameters.ToLeft, distanceToGo, sc, targetParams.VehiclesToIgnore, initial.LanePath(), target.ReversePath, initial.Width, target.Width, initial.NumberOfLanesLeft(vehicleState.Front, true), initial.NumberOfLanesRight(vehicleState.Front, true)); // standard maneuver return(new Maneuver(clb, CoreCommon.CorePlanningState, decorators, vehicleState.Timestamp)); } #endregion #region Other else if (cls.Parameters.Reason == LaneChangeReason.Navigation) { // fallout exception throw new Exception("currently unsupported lane change type"); } else if (cls.Parameters.Reason == LaneChangeReason.SlowForwardVehicle) { // fallout exception throw new Exception("currently unsupported lane change type"); } else { // fallout exception throw new Exception("currently unsupported lane change type"); } #endregion } #endregion } #endregion #region Initial Oncoming else { OpposingReasoning initialReasoning = new OpposingReasoning(new OpposingLateralReasoning(null, SideObstacleSide.Driver), new OpposingLateralReasoning(null, SideObstacleSide.Driver), initial); #region Target Forwards if (!cls.Parameters.TargetOncoming) { ForwardReasoning targetReasoning = new ForwardReasoning(new LateralReasoning(null, SideObstacleSide.Driver), new LateralReasoning(null, SideObstacleSide.Driver), target); if (cls.Parameters.Reason == LaneChangeReason.FailedForwardVehicle) { // fallout exception throw new Exception("currently unsupported lane change type"); } #region Navigation else if (cls.Parameters.Reason == LaneChangeReason.Navigation) { // parameters to follow List <TravelingParameters> tps = new List <TravelingParameters>(); // distance to the upper bound of the change double distanceToGo = target.DistanceBetween(vehicleState.Front, cls.Parameters.DepartUpperBound); cls.Parameters.DistanceToDepartUpperBound = distanceToGo; // get params for the initial lane initialReasoning.ForwardManeuver(initial, target, vehicleState, roadPlan, blockages); // current params of the fqm TravelingParameters initialParams = initialReasoning.OpposingForwardMonitor.CurrentParamters.Value; if (initialParams.Type == TravellingType.Vehicle) { if (!initialReasoning.OpposingForwardMonitor.ForwardVehicle.CurrentVehicle.IsStopped) { tps.Add(initialParams); } else { tps.Add(initialReasoning.OpposingForwardMonitor.NaviationParameters); distanceToGo = initial.DistanceBetween(initialReasoning.OpposingForwardMonitor.ForwardVehicle.CurrentVehicle.ClosestPosition, vehicleState.Front) - TahoeParams.VL; } } else { tps.Add(initialReasoning.OpposingForwardMonitor.NaviationParameters); } // get params for forward lane targetReasoning.ForwardManeuver(target, vehicleState, roadPlan, blockages, ignorable); TravelingParameters targetParams = targetReasoning.ForwardMonitor.ParameterizationHelper(target, target, CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId.Equals(roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest.WaypointId) ? target.WaypointList[target.WaypointList.Count - 1].Position : roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest.Position, vehicleState.Front, CoreCommon.CorePlanningState, vehicleState, targetReasoning.ForwardMonitor.ForwardVehicle.CurrentVehicle); tps.Add(targetParams); // ignoring vehicles add List <int> ignoreVehicles = initialParams.VehiclesToIgnore; ignoreVehicles.AddRange(targetParams.VehiclesToIgnore); // decorators List <BehaviorDecorator> decorators = !cls.Parameters.ToLeft ? TurnDecorators.RightTurnDecorator : TurnDecorators.LeftTurnDecorator; // get final tps.Sort(); // get the proper speed command SpeedCommand sc = tps[0].SpeedCommand; if (sc is StopAtDistSpeedCommand) { sc = new ScalarSpeedCommand(0.0); } // check final for stopped failed opposing VehicleAgent forwardVa = targetReasoning.ForwardMonitor.ForwardVehicle.CurrentVehicle; if (forwardVa != null) { // dist between double distToFV = targetReasoning.Lane.DistanceBetween(vehicleState.Front, forwardVa.ClosestPosition); // check stopped bool stopped = Math.Abs(CoreCommon.Communications.GetVehicleSpeed().Value) < 0.5; // check distance bool distOk = distToFV < 2.5 * TahoeParams.VL; // check failed bool failed = forwardVa.QueuingState.Queuing == QueuingState.Failed; // notify ArbiterOutput.Output("Forward Vehicle: Stopped: " + stopped.ToString() + ", DistOk: " + distOk.ToString() + ", Failed: " + failed.ToString()); // check all for failed if (stopped && distOk && failed) { // check which lane we are in if (initial.LanePolygon.IsInside(vehicleState.Front)) { // return to opposing lane return(new Maneuver(new HoldBrakeBehavior(), new OpposingLanesState(initial, true, CoreCommon.CorePlanningState, vehicleState), TurnDecorators.NoDecorators, vehicleState.Timestamp)); } else { // lane state return(new Maneuver(new HoldBrakeBehavior(), new StayInLaneState(target, CoreCommon.CorePlanningState), TurnDecorators.NoDecorators, vehicleState.Timestamp)); } } } // continue the lane change with the proper speed command ChangeLaneBehavior clb = new ChangeLaneBehavior(initial.LaneId, target.LaneId, cls.Parameters.ToLeft, distanceToGo, sc, ignoreVehicles, initial.ReversePath, target.LanePath(), initial.Width, target.Width, initial.NumberOfLanesLeft(vehicleState.Front, false), initial.NumberOfLanesRight(vehicleState.Front, false)); // standard maneuver return(new Maneuver(clb, CoreCommon.CorePlanningState, decorators, vehicleState.Timestamp)); } #endregion else if (cls.Parameters.Reason == LaneChangeReason.SlowForwardVehicle) { // fallout exception throw new Exception("currently unsupported lane change type"); } else { // fallout exception throw new Exception("currently unsupported lane change type"); } } #endregion else { // fallout exception throw new Exception("currently unsupported lane change type"); } } #endregion }
private void HandleBehavior(StayInLaneBehavior b) { AbsoluteTransformer absTransform = Services.StateProvider.GetAbsoluteTransformer(b.TimeStamp); this.behaviorTimestamp = absTransform.Timestamp; this.rndfPath = b.BackupPath.Transform(absTransform); this.rndfPathWidth = b.LaneWidth; this.numLanesLeft = b.NumLaneLeft; this.numLanesRight = b.NumLanesRight; this.laneID = b.TargetLane; this.ignorableObstacles = b.IgnorableObstacles; Services.ObstaclePipeline.LastIgnoredObstacles = b.IgnorableObstacles; HandleSpeedCommand(b.SpeedCommand); opposingLaneVehicleExists = false; oncomingVehicleExists = false; extraWidth = 0; if (b.Decorators != null) { foreach (BehaviorDecorator d in b.Decorators) { if (d is OpposingLaneDecorator) { opposingLaneVehicleExists = true; opposingLaneVehicleDist = ((OpposingLaneDecorator)d).Distance; opposingLaneVehicleSpeed = ((OpposingLaneDecorator)d).Speed; } else if (d is OncomingVehicleDecorator) { oncomingVehicleExists = true; oncomingVehicleDist = ((OncomingVehicleDecorator)d).TargetDistance; oncomingVehicleSpeed = ((OncomingVehicleDecorator)d).TargetSpeed; oncomingVehicleSpeedCommand = ((OncomingVehicleDecorator)d).SecondarySpeed; } else if (d is WidenBoundariesDecorator) { extraWidth = ((WidenBoundariesDecorator)d).ExtraWidth; } } } if (oncomingVehicleExists) { double timeToCollision = oncomingVehicleDist / Math.Abs(oncomingVehicleSpeed); if (oncomingVehicleDist > 30 || timeToCollision > 20 || numLanesRight > 0) { oncomingVehicleExists = false; } else { HandleSpeedCommand(oncomingVehicleSpeedCommand); } } if (laneID != null && Services.RoadNetwork != null) { ArbiterLane lane = Services.RoadNetwork.ArbiterSegments[laneID.SegmentId].Lanes[laneID]; AbsolutePose pose = Services.StateProvider.GetAbsolutePose(); sparse = (lane.GetClosestPartition(pose.xy).Type == PartitionType.Sparse); if (sparse) { LinePath.PointOnPath closest = b.BackupPath.GetClosestPoint(pose.xy); goalPoint = b.BackupPath[closest.Index + 1]; } } Services.UIService.PushAbsolutePath(b.BackupPath, b.TimeStamp, "original path1"); Services.UIService.PushAbsolutePath(new LineList(), b.TimeStamp, "original path2"); if (sparse) { if (Services.ObstaclePipeline.ExtraSpacing == 0) { Services.ObstaclePipeline.ExtraSpacing = 0.5; } Services.ObstaclePipeline.UseOccupancyGrid = false; } else { Services.ObstaclePipeline.ExtraSpacing = 0; Services.ObstaclePipeline.UseOccupancyGrid = true; smootherSpacingAdjust = 0; prevCurvature = double.NaN; } }
/// <summary> /// Gets parameterization /// </summary> /// <param name="lane"></param> /// <param name="speed"></param> /// <param name="distance"></param> /// <param name="state"></param> /// <returns></returns> public TravelingParameters GetParameters(ArbiterLane lane, double speed, double distance, VehicleState state) { double distanceCutOff = CoreCommon.OperationslStopLineSearchDistance; Maneuver m = new Maneuver(); SpeedCommand sc; bool usingSpeed = true; #region Distance Cutoff // check if distance is less than cutoff if (distance < distanceCutOff) { // default behavior sc = new StopAtDistSpeedCommand(distance); Behavior b = new StayInLaneBehavior(lane.LaneId, sc, new List <int>(), lane.LanePath(), lane.Width, lane.NumberOfLanesLeft(state.Front, true), lane.NumberOfLanesRight(state.Front, true)); // stopping so not using speed param usingSpeed = false; // standard behavior is fine for maneuver m = new Maneuver(b, new StayInLaneState(lane, CoreCommon.CorePlanningState), TurnDecorators.NoDecorators, state.Timestamp); } #endregion #region Outisde Distance Envelope // not inside distance envalope else { // get lane ArbiterLane al = lane; // default behavior sc = new ScalarSpeedCommand(speed); Behavior b = new StayInLaneBehavior(al.LaneId, sc, new List <int>(), al.LanePath(), al.Width, al.NumberOfLanesLeft(state.Front, true), al.NumberOfLanesRight(state.Front, true)); // standard behavior is fine for maneuver m = new Maneuver(b, new StayInLaneState(al, CoreCommon.CorePlanningState), TurnDecorators.NoDecorators, state.Timestamp); } #endregion #region Parameterize // create new params TravelingParameters tp = new TravelingParameters(); tp.Behavior = m.PrimaryBehavior; tp.Decorators = m.PrimaryBehavior.Decorators; tp.DistanceToGo = distance; tp.NextState = m.PrimaryState; tp.RecommendedSpeed = speed; tp.Type = TravellingType.Navigation; tp.UsingSpeed = usingSpeed; tp.SpeedCommand = sc; tp.VehiclesToIgnore = new List <int>(); // return navigation params return(tp); #endregion }
/// <summary> /// Simple right lane change /// </summary> /// <param name="arbiterLane"></param> /// <param name="closestGood"></param> /// <param name="vehicleState"></param> /// <param name="blockages"></param> /// <returns></returns> private Maneuver?DefaultRightToGoodChange(ArbiterLane arbiterLane, ArbiterLane closestGood, VehicleState vehicleState, List <ITacticalBlockage> blockages, Coordinates xUpper, bool forcedOpposing) { bool adjRearClear = this.rightLateralReasoning.AdjacentAndRearClear(vehicleState); if (adjRearClear) { // notify ArbiterOutput.Output("Opposing Secondary: Adjacent and Rear Clear"); LaneChangeParameters lcp = new LaneChangeParameters( true, true, arbiterLane, true, closestGood, false, false, null, 3 * TahoeParams.VL, null, TurnDecorators.RightTurnDecorator, this.OpposingForwardMonitor.CurrentParamters.Value, xUpper, new Coordinates(), new Coordinates(), new Coordinates(), LaneChangeReason.Navigation); lcp.ForcedOpposing = forcedOpposing; ChangeLanesState cls = new ChangeLanesState(lcp); return(new Maneuver(this.OpposingForwardMonitor.CurrentParamters.Value.Behavior, cls, lcp.Decorators, vehicleState.Timestamp)); } else { if (this.rightLateralReasoning.AdjacentVehicle != null && !this.rightLateralReasoning.AdjacentVehicle.IsStopped && this.rightLateralReasoning.AdjacentVehicle.Speed > CoreCommon.Communications.GetVehicleSpeed().Value - 2.0) { // notify ArbiterOutput.Output("Opposing Secondary: Adjacent and Rear NOT Clear, ADJACENT NOT STOPPED, vAdj: " + this.rightLateralReasoning.AdjacentVehicle.Speed.ToString("f1")); TravelingParameters tp = this.OpposingForwardMonitor.CurrentParamters.Value; if (tp.Behavior is StayInLaneBehavior) { StayInLaneBehavior silb = (StayInLaneBehavior)tp.Behavior; silb.SpeedCommand = new ScalarSpeedCommand(0.0); } return(new Maneuver(tp.Behavior, tp.NextState, tp.Decorators, vehicleState.Timestamp)); } else if (this.rightLateralReasoning.AdjacentVehicle != null && this.OpposingForwardMonitor.NaviationParameters.DistanceToGo < TahoeParams.VL * 4.0) { // notify ArbiterOutput.Output("Opposing Secondary: Adjacent and Rear NOT Clear, ADJACENT FILLED, too close to nav stop"); TravelingParameters tp = this.OpposingForwardMonitor.CurrentParamters.Value; if (tp.Behavior is StayInLaneBehavior) { StayInLaneBehavior silb = (StayInLaneBehavior)tp.Behavior; silb.SpeedCommand = new ScalarSpeedCommand(0.0); } return(new Maneuver(tp.Behavior, tp.NextState, tp.Decorators, vehicleState.Timestamp)); } else if (this.rightLateralReasoning.AdjacentVehicle == null && !adjRearClear) { // notify ArbiterOutput.Output("Opposing Secondary: REAR NOT Clear, WAITING"); TravelingParameters tp = this.OpposingForwardMonitor.CurrentParamters.Value; if (tp.Behavior is StayInLaneBehavior) { StayInLaneBehavior silb = (StayInLaneBehavior)tp.Behavior; silb.SpeedCommand = new ScalarSpeedCommand(0.0); } return(new Maneuver(tp.Behavior, tp.NextState, tp.Decorators, vehicleState.Timestamp)); } else { return(null); } } }
/// <summary> /// Parameters to follow the forward vehicle /// </summary> /// <param name="lane"></param> /// <param name="state"></param> /// <returns></returns> public TravelingParameters Follow(ArbiterLane lane, VehicleState state) { // travelling parameters TravelingParameters tp = new TravelingParameters(); // ignorable obstacles List <int> ignoreVehicle = new List <int>(); ignoreVehicle.Add(CurrentVehicle.VehicleId); // get control parameters ForwardVehicleTrackingControl fvtc = GetControl(lane, state); // init params tp.DistanceToGo = fvtc.xDistanceToGood; tp.NextState = CoreCommon.CorePlanningState; tp.RecommendedSpeed = fvtc.vFollowing; tp.Type = TravellingType.Vehicle; tp.Decorators = TurnDecorators.NoDecorators; // flag to ignore forward vehicle bool ignoreForward = false; // reversed lane path LinePath lp = lane.LanePath().Clone(); lp.Reverse(); #region Following Control #region Immediate Stop // need to stop immediately if (fvtc.vFollowing == 0.0) { // don't ignore forward ignoreForward = false; // speed command SpeedCommand sc = new ScalarSpeedCommand(0.0); tp.UsingSpeed = true; // standard path following behavior Behavior final = new StayInLaneBehavior(lane.LaneId, sc, ignoreVehicle, lp, lane.Width, lane.NumberOfLanesLeft(state.Front, false), lane.NumberOfLanesRight(state.Front, false)); tp.Behavior = final; tp.SpeedCommand = sc; } #endregion #region Distance Stop // stop at distance else if (fvtc.vFollowing < 0.7 && CoreCommon.Communications.GetVehicleSpeed().Value <= 2.24 && fvtc.xSeparation > fvtc.xAbsMin) { // ignore forward vehicle ignoreForward = true; // speed command SpeedCommand sc = new StopAtDistSpeedCommand(fvtc.xDistanceToGood); tp.UsingSpeed = false; // standard path following behavior Behavior final = new StayInLaneBehavior(lane.LaneId, sc, ignoreVehicle, lp, lane.Width, lane.NumberOfLanesLeft(state.Front, false), lane.NumberOfLanesRight(state.Front, false)); tp.Behavior = final; tp.SpeedCommand = sc; } #endregion #region Normal Following // else normal else { // ignore the forward vehicle as we are tracking properly ignoreForward = true; // speed command SpeedCommand sc = new ScalarSpeedCommand(fvtc.vFollowing); tp.DistanceToGo = fvtc.xDistanceToGood; tp.NextState = CoreCommon.CorePlanningState; tp.RecommendedSpeed = fvtc.vFollowing; tp.Type = TravellingType.Vehicle; tp.UsingSpeed = true; // standard path following behavior Behavior final = new StayInLaneBehavior(lane.LaneId, sc, ignoreVehicle, lp, lane.Width, lane.NumberOfLanesLeft(state.Front, false), lane.NumberOfLanesRight(state.Front, false)); tp.Behavior = final; tp.SpeedCommand = sc; } #endregion #endregion // check ignore if (ignoreForward) { List <int> ignorable = new List <int>(); ignorable.Add(this.CurrentVehicle.VehicleId); tp.VehiclesToIgnore = ignorable; } else { tp.VehiclesToIgnore = new List <int>(); } // return parameterization return(tp); }
/// <summary> /// Plans what maneuer we should take next /// </summary> /// <param name="planningState"></param> /// <param name="navigationalPlan"></param> /// <param name="vehicleState"></param> /// <param name="vehicles"></param> /// <param name="obstacles"></param> /// <param name="blockage"></param> /// <returns></returns> public Maneuver Plan(IState planningState, INavigationalPlan navigationalPlan, VehicleState vehicleState, SceneEstimatorTrackedClusterCollection vehicles, SceneEstimatorUntrackedClusterCollection obstacles, List <ITacticalBlockage> blockages) { #region Waiting At Intersection Exit if (planningState is WaitingAtIntersectionExitState) { // state WaitingAtIntersectionExitState waies = (WaitingAtIntersectionExitState)planningState; // get intersection plan IntersectionPlan ip = (IntersectionPlan)navigationalPlan; // nullify turn reasoning this.TurnReasoning = null; #region Intersection Monitor Updates // check correct intersection monitor if (CoreCommon.RoadNetwork.IntersectionLookup.ContainsKey(waies.exitWaypoint.AreaSubtypeWaypointId) && (IntersectionTactical.IntersectionMonitor == null || !IntersectionTactical.IntersectionMonitor.OurMonitor.Waypoint.Equals(waies.exitWaypoint))) { // create new intersection monitor IntersectionTactical.IntersectionMonitor = new IntersectionMonitor( waies.exitWaypoint, CoreCommon.RoadNetwork.IntersectionLookup[waies.exitWaypoint.AreaSubtypeWaypointId], vehicleState, ip.BestOption); } // update if exists if (IntersectionTactical.IntersectionMonitor != null) { // update monitor IntersectionTactical.IntersectionMonitor.Update(vehicleState); // print current ArbiterOutput.Output(IntersectionTactical.IntersectionMonitor.IntersectionStateString()); } #endregion #region Desired Behavior // get best option from previously saved IConnectAreaWaypoints icaw = null; if (waies.desired != null) { ArbiterInterconnect tmpInterconnect = waies.desired; if (waies.desired.InitialGeneric is ArbiterWaypoint) { ArbiterWaypoint init = (ArbiterWaypoint)waies.desired.InitialGeneric; if (init.NextPartition != null && init.NextPartition.Final.Equals(tmpInterconnect.FinalGeneric)) { icaw = init.NextPartition; } else { icaw = waies.desired; } } else { icaw = waies.desired; } } else { icaw = ip.BestOption; waies.desired = icaw.ToInterconnect; } #endregion #region Turn Feasibility Reasoning // check uturn if (waies.desired.TurnDirection == ArbiterTurnDirection.UTurn) { waies.turnTestState = TurnTestState.Completed; } // check already determined feasible if (waies.turnTestState == TurnTestState.Unknown || waies.turnTestState == TurnTestState.Failed) { #region Determine Behavior to Accomplish Turn // get default turn behavior TurnBehavior testTurnBehavior = this.DefaultTurnBehavior(icaw); // set saudi decorator if (waies.saudi != SAUDILevel.None) { testTurnBehavior.Decorators.Add(new ShutUpAndDoItDecorator(waies.saudi)); } // set to ignore all vehicles testTurnBehavior.VehiclesToIgnore = new List <int>(new int[] { -1 }); #endregion #region Check Turn Feasible // check if we have completed CompletionReport turnCompletionReport; bool completedTest = CoreCommon.Communications.TestExecute(testTurnBehavior, out turnCompletionReport); //CoreCommon.Communications.AsynchronousTestHasCompleted(testTurnBehavior, out turnCompletionReport, true); // if we have completed the test if (completedTest || ((TrajectoryBlockedReport)turnCompletionReport).BlockageType != BlockageType.Dynamic) { #region Can Complete // check success if (turnCompletionReport.Result == CompletionResult.Success) { // set completion state of the turn waies.turnTestState = TurnTestState.Completed; } #endregion #region No Saudi Level, Found Initial Blockage // otherwise we cannot do the turn, check if saudi is still none else if (waies.saudi == SAUDILevel.None) { // notify ArbiterOutput.Output("Increased Saudi Level of Turn to L1"); // up the saudi level, set as turn failed and no other option waies.saudi = SAUDILevel.L1; waies.turnTestState = TurnTestState.Failed; } #endregion #region Already at L1 Saudi else if (waies.saudi == SAUDILevel.L1) { // notify ArbiterOutput.Output("Turn with Saudi L1 Level failed"); // get an intersection plan without this interconnect IntersectionPlan testPlan = CoreCommon.Navigation.PlanIntersectionWithoutInterconnect( waies.exitWaypoint, CoreCommon.RoadNetwork.ArbiterWaypoints[CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId], waies.desired); // check that the plan exists if (!testPlan.BestOption.ToInterconnect.Equals(waies.desired) && testPlan.BestRouteTime < double.MaxValue - 1.0) { // get the desired interconnect ArbiterInterconnect reset = testPlan.BestOption.ToInterconnect; #region Check that the reset interconnect is feasible // test the reset interconnect TurnBehavior testResetTurnBehavior = this.DefaultTurnBehavior(reset); // set to ignore all vehicles testResetTurnBehavior.VehiclesToIgnore = new List <int>(new int[] { -1 }); // check if we have completed CompletionReport turnResetCompletionReport; bool completedResetTest = CoreCommon.Communications.TestExecute(testResetTurnBehavior, out turnResetCompletionReport); // check to see if this is feasible if (completedResetTest && turnResetCompletionReport is SuccessCompletionReport && reset.Blockage.ProbabilityExists < 0.95) { // notify ArbiterOutput.Output("Found clear interconnect: " + reset.ToString() + " adding blockage to current interconnect: " + waies.desired.ToString()); // set the interconnect as being blocked CoreCommon.Navigation.AddInterconnectBlockage(waies.desired); // reset all waies.desired = reset; waies.turnTestState = TurnTestState.Completed; waies.saudi = SAUDILevel.None; waies.useTurnBounds = true; IntersectionMonitor.ResetDesired(reset); } #endregion #region No Lane Bounds // otherwise try without lane bounds else { // notify ArbiterOutput.Output("Had to fallout to using no turn bounds"); // up the saudi level, set as turn failed and no other option waies.saudi = SAUDILevel.L1; waies.turnTestState = TurnTestState.Completed; waies.useTurnBounds = false; } #endregion } #region No Lane Bounds // otherwise try without lane bounds else { // up the saudi level, set as turn failed and no other option waies.saudi = SAUDILevel.L1; waies.turnTestState = TurnTestState.Unknown; waies.useTurnBounds = false; } #endregion } #endregion // want to reset ourselves return(new Maneuver(new HoldBrakeBehavior(), CoreCommon.CorePlanningState, TurnDecorators.NoDecorators, vehicleState.Timestamp)); } #endregion } #endregion #region Entry Monitor Blocked // checks the entry monitor vehicle for failure if (IntersectionMonitor != null && IntersectionMonitor.EntryAreaMonitor != null && IntersectionMonitor.EntryAreaMonitor.Vehicle != null && IntersectionMonitor.EntryAreaMonitor.Failed) { ArbiterOutput.Output("Entry area blocked"); // get an intersection plan without this interconnect IntersectionPlan testPlan = CoreCommon.Navigation.PlanIntersectionWithoutInterconnect( waies.exitWaypoint, CoreCommon.RoadNetwork.ArbiterWaypoints[CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId], waies.desired, true); // check that the plan exists if (!testPlan.BestOption.ToInterconnect.Equals(waies.desired) && testPlan.BestRouteTime < double.MaxValue - 1.0) { // get the desired interconnect ArbiterInterconnect reset = testPlan.BestOption.ToInterconnect; #region Check that the reset interconnect is feasible // test the reset interconnect TurnBehavior testResetTurnBehavior = this.DefaultTurnBehavior(reset); // set to ignore all vehicles testResetTurnBehavior.VehiclesToIgnore = new List <int>(new int[] { -1 }); // check if we have completed CompletionReport turnResetCompletionReport; bool completedResetTest = CoreCommon.Communications.TestExecute(testResetTurnBehavior, out turnResetCompletionReport); // check to see if this is feasible if (reset.TurnDirection == ArbiterTurnDirection.UTurn || (completedResetTest && turnResetCompletionReport is SuccessCompletionReport && reset.Blockage.ProbabilityExists < 0.95)) { // notify ArbiterOutput.Output("Found clear interconnect: " + reset.ToString() + " adding blockage to all possible turns into final"); // set all the interconnects to the final as being blocked if (((ITraversableWaypoint)waies.desired.FinalGeneric).IsEntry) { foreach (ArbiterInterconnect toBlock in ((ITraversableWaypoint)waies.desired.FinalGeneric).Entries) { CoreCommon.Navigation.AddInterconnectBlockage(toBlock); } } // check if exists previous partition to block if (waies.desired.FinalGeneric is ArbiterWaypoint) { ArbiterWaypoint finWaypoint = (ArbiterWaypoint)waies.desired.FinalGeneric; if (finWaypoint.PreviousPartition != null) { CoreCommon.Navigation.AddBlockage(finWaypoint.PreviousPartition, finWaypoint.Position, false); } } // reset all waies.desired = reset; waies.turnTestState = TurnTestState.Completed; waies.saudi = SAUDILevel.None; waies.useTurnBounds = true; IntersectionMonitor.ResetDesired(reset); // want to reset ourselves return(new Maneuver(new HoldBrakeBehavior(), CoreCommon.CorePlanningState, TurnDecorators.NoDecorators, vehicleState.Timestamp)); } #endregion } else { ArbiterOutput.Output("Entry area blocked, but no otehr valid route found"); } } #endregion // check if can traverse if (IntersectionTactical.IntersectionMonitor == null || IntersectionTactical.IntersectionMonitor.CanTraverse(icaw, vehicleState)) { #region If can traverse the intersection // quick check not interconnect if (!(icaw is ArbiterInterconnect)) { icaw = icaw.ToInterconnect; } // get interconnect ArbiterInterconnect ai = (ArbiterInterconnect)icaw; // clear all old completion reports CoreCommon.Communications.ClearCompletionReports(); // check if uturn if (ai.InitialGeneric is ArbiterWaypoint && ai.FinalGeneric is ArbiterWaypoint && ai.TurnDirection == ArbiterTurnDirection.UTurn) { // go into turn List <ArbiterLane> involvedLanes = new List <ArbiterLane>(); involvedLanes.Add(((ArbiterWaypoint)ai.InitialGeneric).Lane); involvedLanes.Add(((ArbiterWaypoint)ai.FinalGeneric).Lane); uTurnState nextState = new uTurnState(((ArbiterWaypoint)ai.FinalGeneric).Lane, IntersectionToolkit.uTurnBounds(vehicleState, involvedLanes)); nextState.Interconnect = ai; // hold brake Behavior b = new HoldBrakeBehavior(); // return maneuver return(new Maneuver(b, nextState, nextState.DefaultStateDecorators, vehicleState.Timestamp)); } else { if (ai.FinalGeneric is ArbiterWaypoint) { ArbiterWaypoint finalWaypoint = (ArbiterWaypoint)ai.FinalGeneric; // get turn params LinePath finalPath; LineList leftLL; LineList rightLL; IntersectionToolkit.TurnInfo(finalWaypoint, out finalPath, out leftLL, out rightLL); // go into turn IState nextState = new TurnState(ai, ai.TurnDirection, finalWaypoint.Lane, finalPath, leftLL, rightLL, new ScalarSpeedCommand(2.5), waies.saudi, waies.useTurnBounds); // hold brake Behavior b = new HoldBrakeBehavior(); // return maneuver return(new Maneuver(b, nextState, nextState.DefaultStateDecorators, vehicleState.Timestamp)); } else { // final perimeter waypoint ArbiterPerimeterWaypoint apw = (ArbiterPerimeterWaypoint)ai.FinalGeneric; // get turn params LinePath finalPath; LineList leftLL; LineList rightLL; IntersectionToolkit.ZoneTurnInfo(ai, apw, out finalPath, out leftLL, out rightLL); // go into turn IState nextState = new TurnState(ai, ai.TurnDirection, null, finalPath, leftLL, rightLL, new ScalarSpeedCommand(2.5), waies.saudi, waies.useTurnBounds); // hold brake Behavior b = new HoldBrakeBehavior(); // return maneuver return(new Maneuver(b, nextState, nextState.DefaultStateDecorators, vehicleState.Timestamp)); } } #endregion } // otherwise need to wait else { IState next = waies; return(new Maneuver(new HoldBrakeBehavior(), next, next.DefaultStateDecorators, vehicleState.Timestamp)); } } #endregion #region Stopping At Exit else if (planningState is StoppingAtExitState) { // cast to exit stopping StoppingAtExitState saes = (StoppingAtExitState)planningState; saes.currentPosition = vehicleState.Front; // get intersection plan IntersectionPlan ip = (IntersectionPlan)navigationalPlan; // if has an intersection if (CoreCommon.RoadNetwork.IntersectionLookup.ContainsKey(saes.waypoint.AreaSubtypeWaypointId)) { // create new intersection monitor IntersectionTactical.IntersectionMonitor = new IntersectionMonitor( saes.waypoint, CoreCommon.RoadNetwork.IntersectionLookup[saes.waypoint.AreaSubtypeWaypointId], vehicleState, ip.BestOption); // update it IntersectionTactical.IntersectionMonitor.Update(vehicleState); } else { IntersectionTactical.IntersectionMonitor = null; } // otherwise update the stop parameters saes.currentPosition = vehicleState.Front; Behavior b = saes.Resume(vehicleState, CoreCommon.Communications.GetVehicleSpeed().Value); return(new Maneuver(b, saes, saes.DefaultStateDecorators, vehicleState.Timestamp)); } #endregion #region In uTurn else if (planningState is uTurnState) { // get state uTurnState uts = (uTurnState)planningState; // check if in other lane if (CoreCommon.Communications.HasCompleted((new UTurnBehavior(null, null, null, null)).GetType())) { // quick check if (uts.Interconnect != null && uts.Interconnect.FinalGeneric is ArbiterWaypoint) { // get the closest partition to the new lane ArbiterLanePartition alpClose = uts.TargetLane.GetClosestPartition(vehicleState.Front); // waypoints ArbiterWaypoint partitionInitial = alpClose.Initial; ArbiterWaypoint uturnEnd = (ArbiterWaypoint)uts.Interconnect.FinalGeneric; // check initial past end if (partitionInitial.WaypointId.Number > uturnEnd.WaypointId.Number) { // get waypoints inclusive List <ArbiterWaypoint> inclusive = uts.TargetLane.WaypointsInclusive(uturnEnd, partitionInitial); bool found = false; // loop through foreach (ArbiterWaypoint aw in inclusive) { if (!found && aw.WaypointId.Equals(CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId)) { // notiofy ArbiterOutput.Output("removed checkpoint: " + CoreCommon.Mission.MissionCheckpoints.Peek().CheckpointNumber.ToString() + " as passed over in uturn"); // remove CoreCommon.Mission.MissionCheckpoints.Dequeue(); // set found found = true; } } } // default check else if (uts.Interconnect.FinalGeneric.Equals(CoreCommon.RoadNetwork.ArbiterWaypoints[CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId])) { // notiofy ArbiterOutput.Output("removed checkpoint: " + CoreCommon.Mission.MissionCheckpoints.Peek().CheckpointNumber.ToString() + " as end of uturn"); // remove CoreCommon.Mission.MissionCheckpoints.Dequeue(); } } // check if the uturn is for a blockage else if (uts.Interconnect == null) { // get final lane ArbiterLane targetLane = uts.TargetLane; // check has opposing if (targetLane.Way.Segment.Lanes.Count > 1) { // check the final checkpoint is in our lane if (CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId.AreaSubtypeId.Equals(targetLane.LaneId)) { // check that the final checkpoint is within the uturn polygon if (uts.Polygon != null && uts.Polygon.IsInside(CoreCommon.RoadNetwork.ArbiterWaypoints[CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId].Position)) { // remove the checkpoint ArbiterOutput.Output("Found checkpoint: " + CoreCommon.Mission.MissionCheckpoints.Peek().WaypointId.ToString() + " inside blockage uturn area, dequeuing"); CoreCommon.Mission.MissionCheckpoints.Dequeue(); } } } } // stay in target lane IState nextState = new StayInLaneState(uts.TargetLane, new Probability(0.8, 0.2), true, CoreCommon.CorePlanningState); Behavior b = new StayInLaneBehavior(uts.TargetLane.LaneId, new ScalarSpeedCommand(2.0), new List <int>(), uts.TargetLane.LanePath(), uts.TargetLane.Width, uts.TargetLane.NumberOfLanesLeft(vehicleState.Front, true), uts.TargetLane.NumberOfLanesRight(vehicleState.Front, true)); return(new Maneuver(b, nextState, TurnDecorators.NoDecorators, vehicleState.Timestamp)); } // otherwise continue uturn else { // get polygon Polygon p = uts.Polygon; // add polygon to observable CoreCommon.CurrentInformation.DisplayObjects.Add(new ArbiterInformationDisplayObject(p, ArbiterInformationDisplayObjectType.uTurnPolygon)); // check the type of uturn if (!uts.singleLaneUturn) { // get ending path LinePath endingPath = uts.TargetLane.LanePath(); // next state is current IState nextState = uts; // behavior Behavior b = new UTurnBehavior(p, endingPath, uts.TargetLane.LaneId, new ScalarSpeedCommand(2.0)); // maneuver return(new Maneuver(b, nextState, null, vehicleState.Timestamp)); } else { // get ending path LinePath endingPath = uts.TargetLane.LanePath().Clone(); endingPath = endingPath.ShiftLateral(-2.0); //uts.TargetLane.Width); // add polygon to observable CoreCommon.CurrentInformation.DisplayObjects.Add(new ArbiterInformationDisplayObject(endingPath, ArbiterInformationDisplayObjectType.leftBound)); // next state is current IState nextState = uts; // behavior Behavior b = new UTurnBehavior(p, endingPath, uts.TargetLane.LaneId, new ScalarSpeedCommand(2.0)); // maneuver return(new Maneuver(b, nextState, null, vehicleState.Timestamp)); } } } #endregion #region In Turn else if (planningState is TurnState) { // get state TurnState ts = (TurnState)planningState; // add bounds to observable if (ts.LeftBound != null && ts.RightBound != null) { CoreCommon.CurrentInformation.DisplayObjects.Add(new ArbiterInformationDisplayObject(ts.LeftBound, ArbiterInformationDisplayObjectType.leftBound)); CoreCommon.CurrentInformation.DisplayObjects.Add(new ArbiterInformationDisplayObject(ts.RightBound, ArbiterInformationDisplayObjectType.rightBound)); } // create current turn reasoning if (this.TurnReasoning == null) { this.TurnReasoning = new TurnReasoning(ts.Interconnect, IntersectionTactical.IntersectionMonitor != null ? IntersectionTactical.IntersectionMonitor.EntryAreaMonitor : null); } // get primary maneuver Maneuver primary = this.TurnReasoning.PrimaryManeuver(vehicleState, blockages, ts); // get secondary maneuver Maneuver?secondary = this.TurnReasoning.SecondaryManeuver(vehicleState, (IntersectionPlan)navigationalPlan); // return the manevuer return(secondary.HasValue ? secondary.Value : primary); } #endregion #region Itnersection Startup else if (planningState is IntersectionStartupState) { // state and plan IntersectionStartupState iss = (IntersectionStartupState)planningState; IntersectionStartupPlan isp = (IntersectionStartupPlan)navigationalPlan; // initial path LinePath vehiclePath = new LinePath(new Coordinates[] { vehicleState.Rear, vehicleState.Front }); List <ITraversableWaypoint> feasibleEntries = new List <ITraversableWaypoint>(); // vehicle polygon forward of us Polygon vehicleForward = vehicleState.ForwardPolygon; // best waypoint ITraversableWaypoint best = null; double bestCost = Double.MaxValue; // given feasible choose best, no feasible choose random if (feasibleEntries.Count == 0) { foreach (ITraversableWaypoint itw in iss.Intersection.AllEntries.Values) { if (vehicleForward.IsInside(itw.Position)) { feasibleEntries.Add(itw); } } if (feasibleEntries.Count == 0) { foreach (ITraversableWaypoint itw in iss.Intersection.AllEntries.Values) { feasibleEntries.Add(itw); } } } // get best foreach (ITraversableWaypoint itw in feasibleEntries) { if (isp.NodeTimeCosts.ContainsKey(itw)) { KeyValuePair <ITraversableWaypoint, double> lookup = new KeyValuePair <ITraversableWaypoint, double>(itw, isp.NodeTimeCosts[itw]); if (best == null || lookup.Value < bestCost) { best = lookup.Key; bestCost = lookup.Value; } } } // get something going to this waypoint ArbiterInterconnect interconnect = null; if (best.IsEntry) { ArbiterInterconnect closest = null; double closestDistance = double.MaxValue; foreach (ArbiterInterconnect ai in best.Entries) { double dist = ai.InterconnectPath.GetClosestPoint(vehicleState.Front).Location.DistanceTo(vehicleState.Front); if (closest == null || dist < closestDistance) { closest = ai; closestDistance = dist; } } interconnect = closest; } else if (best is ArbiterWaypoint && ((ArbiterWaypoint)best).PreviousPartition != null) { interconnect = ((ArbiterWaypoint)best).PreviousPartition.ToInterconnect; } // get state if (best is ArbiterWaypoint) { // go to this turn state LinePath finalPath; LineList leftBound; LineList rightBound; IntersectionToolkit.TurnInfo((ArbiterWaypoint)best, out finalPath, out leftBound, out rightBound); return(new Maneuver(new HoldBrakeBehavior(), new TurnState(interconnect, interconnect.TurnDirection, ((ArbiterWaypoint)best).Lane, finalPath, leftBound, rightBound, new ScalarSpeedCommand(2.0)), TurnDecorators.NoDecorators, vehicleState.Timestamp)); } else { // go to this turn state LinePath finalPath; LineList leftBound; LineList rightBound; IntersectionToolkit.ZoneTurnInfo(interconnect, (ArbiterPerimeterWaypoint)best, out finalPath, out leftBound, out rightBound); return(new Maneuver(new HoldBrakeBehavior(), new TurnState(interconnect, interconnect.TurnDirection, null, finalPath, leftBound, rightBound, new ScalarSpeedCommand(2.0)), TurnDecorators.NoDecorators, vehicleState.Timestamp)); } } #endregion #region Unknown else { throw new Exception("Unknown planning state in intersection tactical plan: " + planningState.ToString()); } #endregion }