test bzz script
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# We need this for 2D vectors
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# Make sure you pass the correct include path to "bzzc -I <path1:path2> ..."
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include "/home/ubuntu/buzz/src/include/vec2.bzz"
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####################################################################################################
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# Updater related
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# This should be here for the updater to work, changing position of code will crash the updater
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####################################################################################################
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updated="update_ack"
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update_no=0
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function updated_neigh(){
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neighbors.broadcast(updated, update_no)
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}
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TARGET_ALTITUDE = 5.0
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CURSTATE = "TURNEDOFF"
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# Lennard-Jones parameters
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TARGET = 10.0
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EPSILON = 8.0
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# Lennard-Jones interaction magnitude
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function lj_magnitude(dist, target, epsilon) {
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return -(epsilon / dist) * ((target / dist)^4 - (target / dist)^2)
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}
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# Neighbor data to LJ interaction vector
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function lj_vector(rid, data) {
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return math.vec2.newp(lj_magnitude(data.distance, TARGET, EPSILON), data.azimuth)
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}
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# Accumulator of neighbor LJ interactions
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function lj_sum(rid, data, accum) {
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return math.vec2.add(data, accum)
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}
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# Calculates and actuates the flocking interaction
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function hexagon() {
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statef=hexagon
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CURSTATE = "HEXAGON"
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# Calculate accumulator
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var accum = neighbors.map(lj_vector).reduce(lj_sum, math.vec2.new(0.0, 0.0))
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if(neighbors.count() > 0)
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math.vec2.scale(accum, 1.0 / neighbors.count())
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# Move according to vector
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#print("Robot ", id, "must push ",accum.length, "; ", accum.angle)
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uav_moveto(accum.x,accum.y)
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# if(timeW>=WAIT_TIMEOUT) { #FOR MOVETO TESTS
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# timeW =0
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# statef=land
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# } else {
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# timeW = timeW+1
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# uav_moveto(0.0,0.0)
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# }
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}
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########################################
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#
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# BARRIER-RELATED FUNCTIONS
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#
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########################################
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#
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# Constants
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#
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BARRIER_VSTIG = 1
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#
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# Sets a barrier
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#
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function barrier_set(threshold, transf) {
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statef = function() {
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barrier_wait(threshold, transf);
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}
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barrier = stigmergy.create(BARRIER_VSTIG)
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}
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#
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# Make yourself ready
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#
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function barrier_ready() {
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barrier.put(id, 1)
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}
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#
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# Executes the barrier
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#
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WAIT_TIMEOUT = 200
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timeW=0
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function barrier_wait(threshold, transf) {
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barrier.get(id)
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CURSTATE = "BARRIERWAIT"
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if(barrier.size() >= threshold) {
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barrier = nil
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transf()
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} else if(timeW>=WAIT_TIMEOUT) {
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barrier = nil
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statef=land
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timeW=0
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}
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timeW = timeW+1
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}
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# flight status
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function idle() {
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statef=idle
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CURSTATE = "IDLE"
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}
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function takeoff() {
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CURSTATE = "TAKEOFF"
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statef=takeoff
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log("TakeOff: ", flight.status)
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log("Relative position: ", position.altitude)
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if( flight.status == 2 and position.altitude >= TARGET_ALTITUDE-TARGET_ALTITUDE/20.0) {
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barrier_set(ROBOTS,hexagon)
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barrier_ready()
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#statef=hexagon
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}
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else {
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log("Altitude: ", TARGET_ALTITUDE)
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neighbors.broadcast("cmd", 22)
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uav_takeoff(TARGET_ALTITUDE)
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}
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}
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function land() {
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CURSTATE = "LAND"
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statef=land
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log("Land: ", flight.status)
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if(flight.status == 2 or flight.status == 3){
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neighbors.broadcast("cmd", 21)
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uav_land()
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}
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else {
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timeW=0
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barrier = nil
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statef=idle
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}
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}
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# Executed once at init time.
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function init() {
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s = swarm.create(1)
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# s.select(1)
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s.join()
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statef=idle
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CURSTATE = "IDLE"
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}
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# Executed at each time step.
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function step() {
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if(flight.rc_cmd==22) {
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log("cmd 22")
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flight.rc_cmd=0
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statef = takeoff
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CURSTATE = "TAKEOFF"
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neighbors.broadcast("cmd", 22)
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} else if(flight.rc_cmd==21) {
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log("cmd 21")
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log("To land")
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flight.rc_cmd=0
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statef = land
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CURSTATE = "LAND"
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neighbors.broadcast("cmd", 21)
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} else if(flight.rc_cmd==16) {
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flight.rc_cmd=0
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statef = idle
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uav_goto()
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} else if(flight.rc_cmd==400) {
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flight.rc_cmd=0
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uav_arm()
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neighbors.broadcast("cmd", 400)
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} else if (flight.rc_cmd==401){
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flight.rc_cmd=0
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uav_disarm()
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neighbors.broadcast("cmd", 401)
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}
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neighbors.listen("cmd",
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function(vid, value, rid) {
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print("Got (", vid, ",", value, ") from robot #", rid)
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if(value==22 and CURSTATE=="IDLE") {
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statef=takeoff
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} else if(value==21) {
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statef=land
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} else if(value==400 and CURSTATE=="IDLE") {
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uav_arm()
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} else if(value==401 and CURSTATE=="IDLE"){
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uav_disarm()
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}
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}
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)
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statef()
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log("Current state: ", CURSTATE)
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log("Swarm size: ",ROBOTS)
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}
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# Executed once when the robot (or the simulator) is reset.
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function reset() {
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}
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# Executed once at the end of experiment.
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function destroy() {
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}
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