22 #include "MABodyLyingBored.hpp" 24 #include "core/MARandomness.hpp" 25 #include "types/MABodyMotion.hpp" 26 #include "types/MAComplexIndicators.hpp" 27 #include "types/MAGoals.hpp" 28 #include "types/MARobotState.hpp" 29 #include "controllers/MALegController.hpp" 30 #include "MABodyLying.hpp" 31 #include "MABodySitFromLying.hpp" 32 #include "MABodyStandUpFromLying.hpp" 33 #include "MABodyStroked.hpp" 34 #include "MAHeadLookAround.hpp" 35 #include "MAHeadTurnAhead.hpp" 36 #include "MAHeavyCalculations.hpp" 37 #include "MALyingExerciseMaster.hpp" 38 #include "MALookForAbyss.hpp" 39 #include "MANumberGameMaster.hpp" 46 MA::RobotState->Goals->LiePostureDesire = 0;
59 if (!MA::RobotState->BodyMotion->OnStation &&
62 MA::RobotState->ComplexIndicators->IsLyingPosture &&
63 !MA::LegLF->IsAnyActiveTransition() && !MA::LegLH->IsAnyActiveTransition() &&
64 !MA::LegRF->IsAnyActiveTransition() && !MA::LegRH->IsAnyActiveTransition() &&
68 if (MA::RobotState->Goals->SitPostureDesire != 0 ||
69 MA::RobotState->Goals->StandPostureDesire != 0 ||
70 MA::RobotState->Goals->DesiredLeftTurnDuration != 0 ||
71 MA::RobotState->Goals->DesiredRightTurnDuration != 0 ||
72 MA::RobotState->Goals->DesiredBackwardWalkDuration != 0 ||
73 MA::RobotState->Goals->DesiredForwardWalkDuration != 0)
88 if (MA::RobotState->ComplexIndicators->AbyssWhileLying == 1)
102 if (MA::RobotState->Goals->SitPostureDesire != 0)
107 if (MA::RobotState->Goals->StandPostureDesire != 0 ||
108 MA::RobotState->Goals->DesiredLeftTurnDuration != 0 ||
109 MA::RobotState->Goals->DesiredRightTurnDuration != 0 ||
110 MA::RobotState->Goals->DesiredBackwardWalkDuration != 0 ||
111 MA::RobotState->Goals->DesiredForwardWalkDuration != 0)
128 MA::RobotState->Goals->DesiredForwardWalkDuration = ForwardWalkDuration;
#define MABEHAVIOR_IS_NORMAL(_behavior)
Check if a behavior exists and it is in normal state.
virtual MABehavior::StimulusLevelType GetCurrentStimulus() override
Get the current behavior stimulus.
Number game master behavior.
#define MA_RANDOM_POINT_1(_variable_name, _min, _max)
Set a random point with one value.
#define MABEHAVIOR_DELETE(_behavior)
Delete a behavior safely (mark it dirty if exists)
The head looks around behavior.
Run heavy calculations during inactivity.
#define MABEHAVIOR_EXISTS(_behavior)
Check if a behavior exists.
int GetSelfActivationDuration() const
Get the self-activation duration.
virtual MABehavior::StimulusLevelType GetCurrentStimulus() override
Get the current behavior stimulus.
void SetSelfActivationDuration(const int new_duration)
Set the self-activation duration.
#define MABEHAVIOR_CREATE(_behavior, _master,...)
Create behaviors with custom constructor safely.
std::string MCGetClassName(T *instance=nullptr, const std::string &name_suffix="")
Get a class name.
#define MABEHAVIOR_IS_ACTIVATED(_behavior)
Check if a behavior exists and it is in activated state.
Body stands up from lying behavior.
The robot stands up from lying behavior.
Do some exercises while lying.
virtual void ActivatingActions() override
Perform actions when the behavior is being activated.
Look for abyss before the dog.