def do_get_puck_actions(self, env):
        if self.its_dangerous(env):
            hockeyist_with_puck = shortcuts.hockeyist_with_puck(env)
            if hockeyist_with_puck is not None:
                if shortcuts.can_strike_unit(env, hockeyist_with_puck):
                    env.move.action = ActionType.STRIKE
                    return

        env.move.speed_up = 1.0
        hwp = shortcuts.hockeyist_with_puck(env)
        if hwp is not None:
            basic_actions.turn_to_unit(env, hwp)
        else:
            basic_actions.turn_to_unit(env, env.world.puck)

        if shortcuts.can_take_puck(env):

            puck_abs_speed = geometry.vector_abs(env.world.puck.speed_x, env.world.puck.speed_y)
            if shortcuts.take_puck_probability(env, puck_abs_speed) >= 1.0:
                env.move.action = ActionType.TAKE_PUCK
                return

            if not assessments.puck_is_heading_to_my_net(env):
                env.move.action = ActionType.TAKE_PUCK
                return

        if shortcuts.can_strike_unit(env, env.world.puck):
            env.move.action = ActionType.STRIKE
            return

        if hwp is not None and shortcuts.can_strike_unit(env, hwp):
            env.move.action = ActionType.STRIKE
            return
    def do_protect_goal_actions(self, env, gstrategy):
        if shortcuts.can_take_puck(env):
            puck_abs_speed = geometry.vector_abs(env.world.puck.speed_x, env.world.puck.speed_y)
            if shortcuts.take_puck_probability(env, puck_abs_speed) >= 1.:
                env.move.action = ActionType.TAKE_PUCK
                return

            if not assessments.puck_is_heading_to_my_net(env):
                env.move.action = ActionType.TAKE_PUCK
                return

        if shortcuts.can_strike_unit(env, env.world.puck):
            env.move.action = ActionType.STRIKE
            return

        for oh in shortcuts.opponent_field_hockeyists(env):
            if shortcuts.can_strike_unit(env, oh):
                env.move.action = ActionType.STRIKE
                return

        if self.its_dangerous(env) and env.me.get_distance_to_unit(self.precount.defence_point) < 100:
            basic_actions.turn_to_unit(env, env.world.puck)
            if geometry.distance(self.precount.defence_point, env.world.puck) <= 200:
                if basic_actions.turned_to_unit(env, env.world.puck):
                    env.move.speed_up = 1.
            return

        speed_abs = geometry.vector_abs(env.me.speed_x, env.me.speed_y)
        if env.me.get_distance_to_unit(self.precount.defence_point) >= 20:
            experiments.fast_move_to_point(env, self.precount.defence_point)
        elif speed_abs > 0.01:
            experiments.do_stop(env)
        else:
            basic_actions.turn_to_unit(env, env.world.puck)