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autonomous_backup.py
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autonomous_backup.py
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#!/usr/bin/env python
# Copyright (c) 2017 Computer Vision Center (CVC) at the Universitat Autonoma de
# Barcelona (UAB).
#
# This work is licensed under the terms of the MIT license.
# For a copy, see <https://opensource.org/licenses/MIT>.
# Allows controlling a vehicle with a keyboard.
#pylint: disable=protected-access
"""
Welcome to CARLA manual control.
Use ARROWS or WASD keys for control.
W : throttle
S : brake
AD : steer
Q : toggle reverse
Space : hand-brake
P : toggle autopilot
TAB : change sensor position
` : next sensor
[1-9] : change to sensor [1-9]
C : change weather (Shift+C reverse)
Backspace : change vehicle
R : toggle recording images to disk
F1 : toggle HUD
H/? : toggle help
ESC : quit
"""
from __future__ import print_function
from navigation.behavior_agent import BehaviorAgent
# from navigation.roaming_agent import RoamingAgent # pylint: disable=import-error
# from navigation.basic_agent import BasicAgent
# ==============================================================================
# -- imports -------------------------------------------------------------------
# ==============================================================================
import carla
import time
from carla import ColorConverter as cc
import argparse
import collections
import datetime
import logging
import math
import re
import time
import weakref
import glob
import os
import random
import sys
try:
import pygame
from pygame.locals import KMOD_CTRL
from pygame.locals import K_ESCAPE
from pygame.locals import K_q
except ImportError:
raise RuntimeError('cannot import pygame, make sure pygame package is installed')
try:
import numpy as np
except ImportError:
raise RuntimeError('cannot import numpy, make sure numpy package is installed')
# ==============================================================================
# -- World ---------------------------------------------------------------------
# ==============================================================================
def find_weather_presets():
rgx = re.compile('.+?(?:(?<=[a-z])(?=[A-Z])|(?<=[A-Z])(?=[A-Z][a-z])|$)')
name = lambda x: ' '.join(m.group(0) for m in rgx.finditer(x))
presets = [x for x in dir(carla.WeatherParameters) if re.match('[A-Z].+', x)]
return [(getattr(carla.WeatherParameters, x), name(x)) for x in presets]
def get_actor_display_name(actor, truncate=250):
name = ' '.join(actor.type_id.replace('_', '.').title().split('.')[1:])
return (name[:truncate-1] + u'\u2026') if len(name) > truncate else name
class World(object):
def __init__(self, carla_world, hud):
self.world = carla_world
self.map = carla_world.get_map()
self.mapname = carla_world.get_map().name
self.hud = hud
self.world.on_tick(hud.on_world_tick)
self.world.wait_for_tick(10.0)
self.player = None
while self.player is None:
print("Scenario not yet ready")
time.sleep(1)
possible_vehicles = self.world.get_actors().filter('vehicle.*')
for vehicle in possible_vehicles:
if vehicle.attributes['role_name'] == "hero":
self.player = vehicle
self.vehicle_name = self.player.type_id
self.collision_sensor = CollisionSensor(self.player, self.hud)
self.lane_invasion_sensor = LaneInvasionSensor(self.player, self.hud)
self.camera_manager = CameraManager(self.player, self.hud)
self.camera_manager.set_sensor(0, notify=False)
self.controller = None
self._weather_presets = find_weather_presets()
self._weather_index = 0
def restart(self):
cam_index = self.camera_manager._index
cam_pos_index = self.camera_manager._transform_index
start_pose = self.player.get_transform()
start_pose.location.z += 2.0
start_pose.rotation.roll = 0.0
start_pose.rotation.pitch = 0.0
# blueprint = self._get_random_blueprint()
blueprint = self.world.get_blueprint_library().find("vehicle.audi.etron")
self.destroy()
self.player = self.world.spawn_actor(blueprint, start_pose)
self.collision_sensor = CollisionSensor(self.player, self.hud)
self.lane_invasion_sensor = LaneInvasionSensor(self.player, self.hud)
self.camera_manager = CameraManager(self.player, self.hud)
self.camera_manager._transform_index = cam_pos_index
self.camera_manager.set_sensor(cam_index, notify=False)
actor_type = get_actor_display_name(self.player)
self.hud.notification(actor_type)
def next_weather(self, reverse=False):
self._weather_index += -1 if reverse else 1
self._weather_index %= len(self._weather_presets)
preset = self._weather_presets[self._weather_index]
self.hud.notification('Weather: %s' % preset[1])
self.player.get_world().set_weather(preset[0])
def tick(self, clock):
# count = 0
# if len(self.world.get_actors().filter(self.vehicle_name)) < 1:
# print("Scenario ended -- Terminating")
# time.sleep(1)
# count += 1
# if count > 3:
# return False
if len(self.world.get_actors().filter(self.vehicle_name)) < 1:
print("Scenario ended -- Terminating")
return False
self.hud.tick(self, self.mapname, clock)
return True
# if len(self.world.get_actors().filter(self.vehicle_name)) < 1:
# print("Scenario ended -- Terminating")
# return False
def render(self, display):
self.camera_manager.render(display)
self.hud.render(display)
def destroy(self):
actors = [
self.camera_manager.sensor,
self.collision_sensor.sensor,
self.lane_invasion_sensor.sensor,
self.player]
for actor in actors:
if actor is not None:
actor.destroy()
# ==============================================================================
# -- KeyboardControl -----------------------------------------------------------
# ==============================================================================
class KeyboardControl(object):
def __init__(self, world):
world.hud.notification("Press 'H' or '?' for help.", seconds=4.0)
def parse_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
return True
elif event.type == pygame.KEYUP:
if self._is_quit_shortcut(event.key):
return True
@staticmethod
def _is_quit_shortcut(key):
return (key == K_ESCAPE) or (key == K_q and pygame.key.get_mods() & KMOD_CTRL)
# ==============================================================================
# -- HUD -----------------------------------------------------------------------
# ==============================================================================
class HUD(object):
def __init__(self, width, height):
self.dim = (width, height)
font = pygame.font.Font(pygame.font.get_default_font(), 20)
fonts = [x for x in pygame.font.get_fonts() if 'mono' in x]
default_font = 'ubuntumono'
mono = default_font if default_font in fonts else fonts[0]
mono = pygame.font.match_font(mono)
self._font_mono = pygame.font.Font(mono, 14)
self._notifications = FadingText(font, (width, 40), (0, height - 40))
self.help = HelpText(pygame.font.Font(mono, 24), width, height)
self.server_fps = 0
self.frame_number = 0
self.simulation_time = 0
self._show_info = True
self._info_text = []
self._server_clock = pygame.time.Clock()
def on_world_tick(self, timestamp):
self._server_clock.tick()
self.server_fps = self._server_clock.get_fps()
self.frame_number = timestamp.frame
self.simulation_time = timestamp.elapsed_seconds
def tick(self, world, mapname, clock):
if not self._show_info:
return
t = world.player.get_transform()
v = world.player.get_velocity()
c = world.player.get_control()
heading = 'N' if abs(t.rotation.yaw) < 89.5 else ''
heading += 'S' if abs(t.rotation.yaw) > 90.5 else ''
heading += 'E' if 179.5 > t.rotation.yaw > 0.5 else ''
heading += 'W' if -0.5 > t.rotation.yaw > -179.5 else ''
colhist = world.collision_sensor.get_collision_history()
collision = [colhist[x + self.frame_number - 200] for x in range(0, 200)]
max_col = max(1.0, max(collision))
collision = [x / max_col for x in collision]
vehicles = world.world.get_actors().filter('vehicle.*')
self._info_text = [
'Server: % 16.0f FPS' % self.server_fps,
'Client: % 16.0f FPS' % clock.get_fps(),
'',
'Vehicle: % 20s' % get_actor_display_name(world.player, truncate=20),
'Map: % 20s' % mapname,
'Simulation time: % 12s' % datetime.timedelta(seconds=int(self.simulation_time)),
'',
'Speed: % 15.0f km/h' % (3.6 * math.sqrt(v.x**2 + v.y**2 + v.z**2)),
u'Heading:% 16.0f\N{DEGREE SIGN} % 2s' % (t.rotation.yaw, heading),
'Location:% 20s' % ('(% 5.1f, % 5.1f)' % (t.location.x, t.location.y)),
'Height: % 18.0f m' % t.location.z,
'',
('Throttle:', c.throttle, 0.0, 1.0),
('Steer:', c.steer, -1.0, 1.0),
('Brake:', c.brake, 0.0, 1.0),
('Reverse:', c.reverse),
('Hand brake:', c.hand_brake),
'',
'Collision:',
collision,
'',
'Number of vehicles: % 8d' % len(vehicles)
]
if len(vehicles) > 1:
self._info_text += ['Nearby vehicles:']
distance = lambda l: math.sqrt((l.x - t.location.x)**2 + (l.y - t.location.y)**2 + (l.z - t.location.z)**2)
vehicles = [(distance(x.get_location()), x) for x in vehicles if x.id != world.player.id]
for d, vehicle in vehicles:#sorted(vehicles):
if d > 200.0:
break
vehicle_type = get_actor_display_name(vehicle, truncate=22)
self._info_text.append('% 4dm %s' % (d, vehicle_type))
self._notifications.tick(world, clock)
def toggle_info(self):
self._show_info = not self._show_info
def notification(self, text, seconds=2.0):
self._notifications.set_text(text, seconds=seconds)
def error(self, text):
self._notifications.set_text('Error: %s' % text, (255, 0, 0))
def render(self, display):
if self._show_info:
info_surface = pygame.Surface((220, self.dim[1]))
info_surface.set_alpha(100)
display.blit(info_surface, (0, 0))
v_offset = 4
bar_h_offset = 100
bar_width = 106
for item in self._info_text:
if v_offset + 18 > self.dim[1]:
break
if isinstance(item, list):
if len(item) > 1:
points = [(x + 8, v_offset + 8 + (1.0 - y) * 30) for x, y in enumerate(item)]
pygame.draw.lines(display, (255, 136, 0), False, points, 2)
item = None
v_offset += 18
elif isinstance(item, tuple):
if isinstance(item[1], bool):
rect = pygame.Rect((bar_h_offset, v_offset + 8), (6, 6))
pygame.draw.rect(display, (255, 255, 255), rect, 0 if item[1] else 1)
else:
rect_border = pygame.Rect((bar_h_offset, v_offset + 8), (bar_width, 6))
pygame.draw.rect(display, (255, 255, 255), rect_border, 1)
f = (item[1] - item[2]) / (item[3] - item[2])
if item[2] < 0.0:
rect = pygame.Rect((bar_h_offset + f * (bar_width - 6), v_offset + 8), (6, 6))
else:
rect = pygame.Rect((bar_h_offset, v_offset + 8), (f * bar_width, 6))
pygame.draw.rect(display, (255, 255, 255), rect)
item = item[0]
if item: # At this point has to be a str.
surface = self._font_mono.render(item, True, (255, 255, 255))
display.blit(surface, (8, v_offset))
v_offset += 18
self._notifications.render(display)
self.help.render(display)
# ==============================================================================
# -- FadingText ----------------------------------------------------------------
# ==============================================================================
class FadingText(object):
def __init__(self, font, dim, pos):
self.font = font
self.dim = dim
self.pos = pos
self.seconds_left = 0
self.surface = pygame.Surface(self.dim)
def set_text(self, text, color=(255, 255, 255), seconds=2.0):
text_texture = self.font.render(text, True, color)
self.surface = pygame.Surface(self.dim)
self.seconds_left = seconds
self.surface.fill((0, 0, 0, 0))
self.surface.blit(text_texture, (10, 11))
def tick(self, _, clock):
delta_seconds = 1e-3 * clock.get_time()
self.seconds_left = max(0.0, self.seconds_left - delta_seconds)
self.surface.set_alpha(500.0 * self.seconds_left)
def render(self, display):
display.blit(self.surface, self.pos)
# ==============================================================================
# -- HelpText ------------------------------------------------------------------
# ==============================================================================
class HelpText(object):
def __init__(self, font, width, height):
lines = __doc__.split('\n')
self.font = font
self.dim = (680, len(lines) * 22 + 12)
self.pos = (0.5 * width - 0.5 * self.dim[0], 0.5 * height - 0.5 * self.dim[1])
self.seconds_left = 0
self.surface = pygame.Surface(self.dim)
self.surface.fill((0, 0, 0, 0))
for n, line in enumerate(lines):
text_texture = self.font.render(line, True, (255, 255, 255))
self.surface.blit(text_texture, (22, n * 22))
self._render = False
self.surface.set_alpha(220)
def toggle(self):
self._render = not self._render
def render(self, display):
if self._render:
display.blit(self.surface, self.pos)
# ==============================================================================
# -- CollisionSensor -----------------------------------------------------------
# ==============================================================================
class CollisionSensor(object):
def __init__(self, parent_actor, hud):
self.sensor = None
self._history = []
self._parent = parent_actor
self._hud = hud
world = self._parent.get_world()
bp = world.get_blueprint_library().find('sensor.other.collision')
self.sensor = world.spawn_actor(bp, carla.Transform(), attach_to=self._parent)
# We need to pass the lambda a weak reference to self to avoid circular
# reference.
weak_self = weakref.ref(self)
self.sensor.listen(lambda event: CollisionSensor._on_collision(weak_self, event))
def get_collision_history(self):
history = collections.defaultdict(int)
for frame, intensity in self._history:
history[frame] += intensity
return history
@staticmethod
def _on_collision(weak_self, event):
self = weak_self()
if not self:
return
actor_type = get_actor_display_name(event.other_actor)
self._hud.notification('Collision with %r' % actor_type)
impulse = event.normal_impulse
intensity = math.sqrt(impulse.x**2 + impulse.y**2 + impulse.z**2)
self._history.append((event.frame_number, intensity))
if len(self._history) > 4000:
self._history.pop(0)
# ==============================================================================
# -- LaneInvasionSensor --------------------------------------------------------
# ==============================================================================
class LaneInvasionSensor(object):
def __init__(self, parent_actor, hud):
self.sensor = None
self._parent = parent_actor
self._hud = hud
world = self._parent.get_world()
bp = world.get_blueprint_library().find('sensor.other.lane_invasion')
self.sensor = world.spawn_actor(bp, carla.Transform(), attach_to=self._parent)
# We need to pass the lambda a weak reference to self to avoid circular
# reference.
weak_self = weakref.ref(self)
self.sensor.listen(lambda event: LaneInvasionSensor._on_invasion(weak_self, event))
@staticmethod
def _on_invasion(weak_self, event):
self = weak_self()
if not self:
return
text = ['%r' % str(x).split()[-1] for x in set(event.crossed_lane_markings)]
# self._hud.notification('Crossed line %s' % ' and '.join(text))
# ==============================================================================
# -- CameraManager -------------------------------------------------------------
# ==============================================================================
class CameraManager(object):
def __init__(self, parent_actor, hud):
self.sensor = None
self._surface = None
self._parent = parent_actor
self._hud = hud
self._recording = False
self._camera_transforms = [
carla.Transform(carla.Location(x=1.6, z=1.7)),
carla.Transform(carla.Location(x=-5.5, z=2.8), carla.Rotation(pitch=-15))]
self._transform_index = 1
self._sensors = [
['sensor.camera.rgb', cc.Raw, 'Camera RGB'],
['sensor.camera.depth', cc.Raw, 'Camera Depth (Raw)'],
['sensor.camera.depth', cc.Depth, 'Camera Depth (Gray Scale)'],
['sensor.camera.depth', cc.LogarithmicDepth, 'Camera Depth (Logarithmic Gray Scale)'],
['sensor.camera.semantic_segmentation', cc.Raw, 'Camera Semantic Segmentation (Raw)'],
['sensor.camera.semantic_segmentation', cc.CityScapesPalette, 'Camera Semantic Segmentation (CityScapes Palette)'],
['sensor.lidar.ray_cast', None, 'Lidar (Ray-Cast)']]
world = self._parent.get_world()
bp_library = world.get_blueprint_library()
for item in self._sensors:
bp = bp_library.find(item[0])
if item[0].startswith('sensor.camera'):
bp.set_attribute('image_size_x', str(hud.dim[0]))
bp.set_attribute('image_size_y', str(hud.dim[1]))
item.append(bp)
self._index = None
def toggle_camera(self):
self._transform_index = (self._transform_index + 1) % len(self._camera_transforms)
self.sensor.set_transform(self._camera_transforms[self._transform_index])
def set_sensor(self, index, notify=True):
index = index % len(self._sensors)
needs_respawn = True if self._index is None \
else self._sensors[index][0] != self._sensors[self._index][0]
if needs_respawn:
if self.sensor is not None:
self.sensor.destroy()
self._surface = None
self.sensor = self._parent.get_world().spawn_actor(
self._sensors[index][-1],
self._camera_transforms[self._transform_index],
attach_to=self._parent)
# We need to pass the lambda a weak reference to self to avoid
# circular reference.
weak_self = weakref.ref(self)
self.sensor.listen(lambda image: CameraManager._parse_image(weak_self, image))
if notify:
self._hud.notification(self._sensors[index][2])
self._index = index
def next_sensor(self):
self.set_sensor(self._index + 1)
def toggle_recording(self):
self._recording = not self._recording
self._hud.notification('Recording %s' % ('On' if self._recording else 'Off'))
def render(self, display):
if self._surface is not None:
display.blit(self._surface, (0, 0))
@staticmethod
def _parse_image(weak_self, image):
self = weak_self()
if not self:
return
if self._sensors[self._index][0].startswith('sensor.lidar'):
points = np.frombuffer(image.raw_data, dtype=np.dtype('f4'))
points = np.reshape(points, (int(points.shape[0]/3), 3))
lidar_data = np.array(points[:, :2])
lidar_data *= min(self._hud.dim) / 100.0
lidar_data += (0.5 * self._hud.dim[0], 0.5 * self._hud.dim[1])
lidar_data = np.fabs(lidar_data)
lidar_data = lidar_data.astype(np.int32)
lidar_data = np.reshape(lidar_data, (-1, 2))
lidar_img_size = (self._hud.dim[0], self._hud.dim[1], 3)
lidar_img = np.zeros(lidar_img_size)
lidar_img[tuple(lidar_data.T)] = (255, 255, 255)
self._surface = pygame.surfarray.make_surface(lidar_img)
else:
image.convert(self._sensors[self._index][1])
array = np.frombuffer(image.raw_data, dtype=np.dtype("uint8"))
array = np.reshape(array, (image.height, image.width, 4))
array = array[:, :, :3]
array = array[:, :, ::-1]
self._surface = pygame.surfarray.make_surface(array.swapaxes(0, 1))
if self._recording:
image.save_to_disk('_out/%08d' % image.frame_number)
# ==============================================================================
# -- game_loop() ---------------------------------------------------------------
# ==============================================================================
def game_loop(args):
pygame.init()
pygame.font.init()
world = None
tot_target_reached = 0
num_min_waypoints = 21
rainy_weather = carla.WeatherParameters(40, 60, 40, 40, 0, 0, 75)
weather_changed = False
try:
client = carla.Client(args.host, args.port)
client.set_timeout(2.0)
display = pygame.display.set_mode(
(args.width, args.height),
pygame.HWSURFACE | pygame.DOUBLEBUF)
hud = HUD(args.width, args.height)
world = World(client.get_world(), hud)
controller = KeyboardControl(world)
agent = BehaviorAgent(world.player, behavior=args.behavior, ignore_traffic_light=True)
spawn_points = world.map.get_spawn_points()
random.shuffle(spawn_points)
# SET DESTINATION HERE
destination = world.map.get_waypoint(carla.Location(200, -250, 3)).transform.location
# if spawn_points[0].location != agent.vehicle.get_location():
# destination = spawn_points[0].location
# else:
# destination = spawn_points[1].location
agent.set_destination(agent.vehicle.get_location(), destination, clean=True)
clock = pygame.time.Clock()
# world.world.set_weather(sunny_weather)
# get weather change info from test_config file
f = open("test_config.txt", "r")
extreme_weather = f.read().split(",")[27]
if extreme_weather == "True":
extreme_weather = True
else:
extreme_weather = False
while True:
clock.tick_busy_loop(60)
if controller.parse_events():
return
if extreme_weather and not weather_changed:
trigger_loc = world.map.get_waypoint(carla.Location(48, -312, 0)).transform.location
dist = math.sqrt((trigger_loc.x - world.player.get_location().x)**2 + (trigger_loc.y - world.player.get_location().y)**2)
if dist < 10:
world.world.set_weather(rainy_weather)
agent.extreme_weather = True
weather_changed = True
if not world.world.wait_for_tick(10.0):
continue
agent.update_information(world)
if (not world.tick(clock)):
print("Failure: scenario terminated")
break
world.render(display)
pygame.display.flip()
# Set new destination when target has been reached
if len(agent.get_local_planner().waypoints_queue) < num_min_waypoints and args.loop:
agent.reroute(spawn_points)
tot_target_reached += 1
world.hud.notification("The target has been reached " +
str(tot_target_reached) + " times.", seconds=4.0)
elif len(agent.get_local_planner().waypoints_queue) == 0 and not args.loop:
print("Target reached, mission accomplished...")
break
speed_limit = world.player.get_speed_limit()
agent.get_local_planner().set_speed(speed_limit)
control = agent.run_step()
# print("extreme weather {}".format(extreme_weather))
world.player.apply_control(control)
finally:
if world is not None:
world.destroy()
pygame.quit()
# ==============================================================================
# -- main() --------------------------------------------------------------------
# ==============================================================================
def main():
argparser = argparse.ArgumentParser(
description='CARLA Manual Control Client')
argparser.add_argument(
'-v', '--verbose',
action='store_true',
dest='debug',
help='print debug information')
argparser.add_argument(
'--host',
metavar='H',
default='127.0.0.1',
help='IP of the host server (default: 127.0.0.1)')
argparser.add_argument(
'-p', '--port',
metavar='P',
default=2000,
type=int,
help='TCP port to listen to (default: 2000)')
argparser.add_argument(
'--res',
metavar='WIDTHxHEIGHT',
default='1280x720',
help='window resolution (default: 1280x720)')
argparser.add_argument(
'--filter',
metavar='PATTERN',
default='vehicle.*',
help='Actor filter (default: "vehicle.*")')
argparser.add_argument(
'--gamma',
default=2.2,
type=float,
help='Gamma correction of the camera (default: 2.2)')
argparser.add_argument(
'-l', '--loop',
action='store_true',
dest='loop',
help='Sets a new random destination upon reaching the previous one (default: False)')
argparser.add_argument(
'-b', '--behavior', type=str,
choices=["cautious", "normal", "aggressive"],
help='Choose one of the possible agent behaviors (default: normal) ',
default='normal')
argparser.add_argument(
'-s', '--seed',
help='Set seed for repeating executions (default: None)',
default=None,
type=int)
args = argparser.parse_args()
args.width, args.height = [int(x) for x in args.res.split('x')]
log_level = logging.DEBUG if args.debug else logging.INFO
logging.basicConfig(format='%(levelname)s: %(message)s', level=log_level)
logging.info('listening to server %s:%s', args.host, args.port)
print(__doc__)
try:
game_loop(args)
except KeyboardInterrupt:
print('\nCancelled by user. Bye!')
except Exception as error:
logging.exception(error)
if __name__ == '__main__':
main()