22 #include "MAWalkFreefall.hpp" 24 #include "types/MABodyMotion.hpp" 25 #include "types/MAGoals.hpp" 26 #include "types/MARobotState.hpp" 27 #include "controllers/MAHeadController.hpp" 28 #include "controllers/MALegController.hpp" 29 #include "MAAvoidObstacleMaster.hpp" 30 #include "MABodyPoked.hpp" 31 #include "MABodyStateMaster.hpp" 48 if (!MA::RobotState->BodyMotion->IsBodyRollInWalkRange() &&
49 MA::RobotState->BodyMotion->BodyState == MA::FallingOver)
66 MA::RobotState->Goals->HappyOnCarpetFeedback = 0;
68 MA::RobotState->Goals->MotionControl = 0;
69 MA::Head->SetPower(
false);
70 MA::LegLF->SetPower(
false);
71 MA::LegRF->SetPower(
false);
72 MA::LegLH->SetPower(
false);
73 MA::LegRH->SetPower(
false);
#define MABEHAVIOR_DELETE(_behavior)
Delete a behavior safely (mark it dirty if exists)
virtual bool IsFinished() override
Whether the behavior is finished.
int GetElapsedActivatedStateTime() const
Get the elapsed activated state time.
MA::DesiredConnectionMap DesiredConnections
Desired connection map to other behaviors.
void SetLifetimeExpirationTime(const unsigned int expiration_time)
Set the lifetime expiration time.
void SetSelfActivationDuration(const int new_duration)
Set the self-activation duration.
MAWalkFreefall(bool force_fall)
Class constructor.
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.
Avoid an abyss or an object while walking.
virtual MABehavior::StimulusLevelType GetCurrentStimulus() override
Get the current behavior stimulus.