# We need this for 2D vectors # Make sure you pass the correct include path to "bzzc -I ..." include "/home/ubuntu/buzz/src/include/vec2.bzz" #################################################################################################### # Updater related # This should be here for the updater to work, changing position of code will crash the updater #################################################################################################### updated="update_ack" update_no=0 function updated_neigh(){ neighbors.broadcast(updated, update_no) } TARGET_ALTITUDE = 5.0 # Lennard-Jones parameters TARGET = 10.0 #0.000001001 EPSILON = 10.0 #0.001 # Lennard-Jones interaction magnitude function lj_magnitude(dist, target, epsilon) { return -(epsilon / dist) * ((target / dist)^4 - (target / dist)^2) } # Neighbor data to LJ interaction vector function lj_vector(rid, data) { return math.vec2.newp(lj_magnitude(data.distance, TARGET, EPSILON), data.azimuth) } # Accumulator of neighbor LJ interactions function lj_sum(rid, data, accum) { return math.vec2.add(data, accum) } # Calculates and actuates the flocking interaction function hexagon() { statef=hexagon # Calculate accumulator var accum = neighbors.map(lj_vector).reduce(lj_sum, math.vec2.new(0.0, 0.0)) if(neighbors.count() > 0) math.vec2.scale(accum, 1.0 / neighbors.count()) # Move according to vector print("Robot ", id, "must push ",accum.length, "; ", accum.angle) uav_moveto(accum.x, accum.y) } ######################################## # # BARRIER-RELATED FUNCTIONS # ######################################## # # Constants # BARRIER_VSTIG = 1 ROBOTS = 3 # number of robots in the swarm barrier_number=0 barrier_break=0 # # Sets a barrier # function barrier_set(threshold, transf) { statef = function() { barrier_wait(threshold, transf); } barrier = stigmergy.create(BARRIER_VSTIG) } # # Make yourself ready # function barrier_ready() { barrier.put(id, 1) } # # Executes the barrier # function barrier_wait(threshold, transf) { barrier.get(id) if ( (barrier.size() >= threshold) or (barrier_break==1) ) { barrier = nil transf() barrier_number=barrier_number+1 barrier_break=0 } } # flight status function idle() { statef=idle neighbors.listen("cmd", function(vid, value, rid) { print("Got (", vid, ",", value, ") from robot #", rid) if(value==22) { statef=takeoff } else if(value==21) { statef=land } } ) } function takeoff() { log("TakeOff: ", flight.status) if( flight.status == 2 and position.altitude >= TARGET_ALTITUDE-TARGET_ALTITUDE/20.0) { barrier_set(ROBOTS,hexagon) barrier_ready() } else if( flight.status !=3){ log("Altitude: ", TARGET_ALTITUDE) neighbors.broadcast("cmd", 22) uav_takeoff(TARGET_ALTITUDE) } } function land() { log("Land: ", flight.status) if(flight.status == 2 or flight.status == 3){ neighbors.broadcast("cmd", 21) uav_land() } else statef=idle } # Executed once at init time. function init() { statef=idle } # Executed at each time step. function step() { neighbors.broadcast("barrier_num", barrier_number) neighbors.listen("barrier_num", function(vid, value, rid) { print("Got (", vid, ",", value, ") from robot #", rid) if(value > barrier_number) { barrier_break=1 } } ) if(flight.rc_cmd==22) { log("cmd 22") flight.rc_cmd=0 statef = takeoff neighbors.broadcast("cmd", 22) } else if(flight.rc_cmd==21) { log("cmd 21") log("To land") flight.rc_cmd=0 statef = land neighbors.broadcast("cmd", 21) } else if(flight.rc_cmd==16) { flight.rc_cmd=0 uav_goto() } statef() } # Executed once when the robot (or the simulator) is reset. function reset() { } # Executed once at the end of experiment. function destroy() { }