22 #include "MATurnAway.hpp" 24 #include "core/MARandomness.hpp" 25 #include "types/MABodyMotion.hpp" 26 #include "types/MAGoals.hpp" 27 #include "types/MARobotState.hpp" 28 #include "MABodyAdjustStandingPosture.hpp" 29 #include "MABodyTurnLeft.hpp" 30 #include "MABodyTurnRight.hpp" 31 #include "MAWalkAway.hpp" 32 #include "MAWalkMaster.hpp" 53 return MA::RobotState->BodyMotion->Flying > 60;
59 return MA::RobotState->Goals->DesiredLeftTurnDuration == 0 &&
60 MA::RobotState->Goals->DesiredRightTurnDuration == 0;
71 MA::RobotState->Goals->DesiredLeftTurnDuration = Duration;
74 MA::RobotState->Goals->DesiredRightTurnDuration = Duration;
83 if (MA::RobotState->Goals->MotionControl == 0)
#define MA_RANDOM_POINT_1(_variable_name, _min, _max)
Set a random point with one value.
#define MABEHAVIOR_EXISTS(_behavior)
Check if a behavior exists.
virtual bool IsFailed() override
Whether the behavior is failed.
virtual MABehavior::StimulusLevelType GetCurrentStimulus() override
Get the current behavior stimulus.
#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.
virtual void ActivatingActions() override
Perform actions when the behavior is being activated.
MABehavior * GetMaster()
Get the master behavior.
virtual void FinishingActions() override
Perform actions when the behavior is being finished.
Walk away from an abyss or an object.
virtual bool IsFinished() override
Whether the behavior is finished.