22 #include "MAHeadTurnAhead.hpp" 24 #include "types/MABodyMotion.hpp" 25 #include "types/MAComplexIndicators.hpp" 26 #include "types/MARobotState.hpp" 27 #include "controllers/MAHeadController.hpp" 28 #include "MAHeadLookAround.hpp" 29 #include "MAMotorOverload.hpp" 40 if ((MA::RobotState->BodyMotion->Lying > 80 || MA::RobotState->BodyMotion->Sitting > 80 ||
41 MA::RobotState->BodyMotion->OnStation || MA::RobotState->ComplexIndicators->IsStandingPosture) &&
52 return MA::Head->IsUp() && !MA::Head->IsTransitionActive(MA::Head->ToNormalAheadStr);
60 MAMotorOverload::CreateBehaviorForMotors(MA::Head->GetMotors(),
nullptr);
67 MAMotorOverload::DeleteBehaviorForMotors(MA::Head->GetMotors());
virtual void FinishingActions() override
Perform actions when the behavior is being finished.
virtual MABehavior::StimulusLevelType GetCurrentStimulus() override
Get the current behavior stimulus.
The head looks around behavior.
#define MABEHAVIOR_EXISTS(_behavior)
Check if a behavior exists.
virtual void ActivatingActions() override
Perform actions when the behavior is being activated.
void SetLifetimeExpirationTime(const unsigned int expiration_time)
Set the lifetime expiration time.
virtual bool IsFinished() override
Whether the behavior is finished.
std::string MCGetClassName(T *instance=nullptr, const std::string &name_suffix="")
Get a class name.
void StartTransition(MAController &controller, const std::string &transition_name)
Start a transition.