Beispiel #1
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 def __init__(self, env, FPS=50.0):
     self.env = env
     self.env.reset()
     self.car = Car(env.unwrapped.car, 10., 0.)
     self.track = env.unwrapped.track
     self.dt = 1 / FPS
     self.long_term_planning_length = 30
     self.short_term_planning_length = 10
Beispiel #2
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 def initialize_agent(self):
     self.me = Car(self.team, self.index)
     self.goals = [Goal(0), Goal(1)]
     self.ball = Ball()
     if not self.boost_tracker:
         self.boost_tracker = BoostTracker()
         self.boost_tracker.initialize_all_boost(self.get_field_info())
     self.actions = ActionChain()
Beispiel #3
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 def update_cars(self, packet: GameTickPacket):
     self.allies = [
         Car(c.team, i, packet) for i, c in enumerate(packet.game_cars)
         if c.team == self.team and i != self.index
     ]
     self.enemies = [
         Car(c.team, i, packet) for i, c in enumerate(packet.game_cars)
         if c.team != self.team
     ]
     self.me = Car(self.team, self.index, packet)
Beispiel #4
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 def run(self, car: Car = None, ball: Ball = None) -> SimpleControllerState:
     if self.finished:
         return SimpleControllerState()
     self.controls = fly_to_target(car, self.target, controls=self.controls)
     if car.local(self.target - car.location).length() < 100:
         self.finished = True
     if self.with_the_quickness:
         self.controls.boost = True
     return self.controls
Beispiel #5
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def main():
    env = gym.make('CarRacing-v0')
    done = False

    env.reset()
    car = env.unwrapped.car
    w = car.wheels[0]
    dt = 1 / FPS
    prev_a = MAX_a
    prev_steer = 0

    total_reward = 0
    for i in range(1000000):
        print('########################')

        ind = env.unwrapped.tile_visited_count
        ind = ind % len(env.unwrapped.track)
        target = env.unwrapped.track[ind][2:4]

        x, y = car.hull.position
        vx, vy = w.linearVelocity * 1
        theta = atan2(vy, vx)
        dtheta = 0
        obs = x, y, theta, vy, vx, dtheta, target

        long_term_N = 30
        long_term_target = build_long_term_larget(env.unwrapped.track, ind,
                                                  (x, y), dt, long_term_N)

        ego_car = Car(obs, (prev_a, prev_steer))
        t = time()
        a, steer, x, y = long_term_MPC(ego_car, long_term_target, dt,
                                       long_term_N)
        print('long term solve time:', time() - t)

        short_term_N = 5
        short_term_target = list(zip(x, y))[:short_term_N]
        t = time()
        a, steer, x, y = short_term_MPC(ego_car, short_term_target, dt,
                                        short_term_N)
        print('short term solve time:', time() - t)

        prev_a, prev_steer = a, steer
        print(a, steer, np.linalg.norm((vx, vy)))

        a = a / MAX_a
        steer = steer
        if a > 0:
            action = steer, a / 10, 0
        else:
            action = steer, 0, -a
        _, r, done, _ = env.step(action)
        total_reward += r

        # env.render()

    print(total_reward)
Beispiel #6
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 def run(self, car: Car = None, ball: Ball = None) -> SimpleControllerState:
     if self.finished:
         return SimpleControllerState()
     target = ball.location + self.ball_center_offset
     self.controls = drive_to_target(car, target, controls=self.controls)
     if car.local(target - car.location).length() < 650:
         self.controls.jump = True
         self.finished = True
         print("Kicked off")
     return self.controls
Beispiel #7
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 def initialize_target_boost(self, car: Car):
     if not car.flying:
         if not self.max_time:
             self.boost, self.pad = car.get_closest_boosts(
                 self.boost_tracker, self.in_path)
             if not self.boost:
                 self.boost = self.pad
         else:
             self.boost, self.pad, times = car.get_closest_boosts(
                 self.boost_tracker,
                 in_current_path=self.in_path,
                 path_angle_limit=0,
                 return_time_to=True)
             # No boost reachable. Life sucks
             if times[0] >= self.max_time and times[1] >= self.max_time:
                 return False
             if times[1] < self.max_time:
                 self.boost = self.pad
         print("Boost target acquired!")
         self.target = Vec3(self.boost.location)
         return True
Beispiel #8
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 def run(self, car: Car = None, ball: Ball = None):
     # get stopping time in frames
     if self.frame == 0:
         self.frames_to_stop = car.time_to_stop(coast=False) / dt
     # print("parking speed: ", self.speed)
     if self.face_ball:
         self.controls = drive_to_target(car,
                                         ball.location,
                                         self.controls,
                                         speed=self.speed)
     else:
         self.controls.throttle = clamp(self.speed)
         self.controls.boost = False
         self.controls.steer = 0
         self.controls.handbrake = False
     self.frame += 1
     if self.frame >= self.frames_to_stop:
         self.finished = True
     return self.controls
Beispiel #9
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    def run(self, car: Car = None, ball: Ball = None) -> SimpleControllerState:
        if self.finished:
            return SimpleControllerState()
        if not self.boost and self.boost_tracker is not None:
            if not self.initialize_target_boost(car):
                self.finished = True

        # Bail if finished, no boost passed, or boost no longer active
        if self.finished or (not self.boost):
            return self.controls
        self.controls = drive_to_target(car,
                                        self.target.flat(),
                                        controls=self.controls)

        # finished if close enough, boost taken, or car got enough along the way
        if (car.local(self.target - car.location).length() < 100
                or not self.boost.is_active) or car.boost > 99:
            print("Grabbed boost!")
            self.finished = True
        return self.controls
Beispiel #10
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    def run(self, car: Car=None, ball: Ball=None) -> SimpleControllerState:
        if self.finished:
            print("Cops busted me.... Joyride done")
            return self.controls

        distance_remaining = (self.target-car.location).length()
        stop_distance = car.stop_distance(not self.with_the_quickness)
        print("distance: ", distance_remaining, " stop distance: ", stop_distance)
        # close enough and nowhere to look next
        if distance_remaining <= stop_distance:
            self.finished = True
            self.controls = drive_to_target(car, self.target, controls=self.controls)
            # self.controls.throttle = 1 if self.with_the_quickness else 0
            # self.controls.boost = self.with_the_quickness
            # print(" Finished my joyride")
        elif stop_distance < 300:
            self.finished = True
            self.controls.throttle = 1 if self.with_the_quickness else 0
            self.controls.boost = self.with_the_quickness
            # print(" Finished my joyride")
        else:
            self.controls = drive_to_target(car, self.target, controls=self.controls)
        return self.controls
Beispiel #11
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def long_term_MPC(ego_car: Car, route_xs, route_ys, dt):
    assert len(route_xs) == len(route_ys)
    N = len(route_xs)

    ego_car_x, ego_car_y, ego_car_v, ego_car_theta, ego_car_a, ego_car_steer = ego_car.get_car_state(
    )

    x_init = [ego_car_x] * N
    y_init = [ego_car_y] * N
    theta_init = [ego_car_theta] * N
    v_init = [ego_car_v] * N
    steer_init = [ego_car_steer] * (N - 1)
    a_init = [MAX_a] * (N - 1)
    initial_value = x_init + y_init + theta_init + v_init + \
                    steer_init + a_init

    # vars to be optimize
    x = SX.sym('x', N)
    y = SX.sym('y', N)
    theta = SX.sym('theta', N)
    v = SX.sym('v', N)
    steer = SX.sym('steer', N - 1)
    a = SX.sym('a', N - 1)
    all_vars = vertcat(x, y, theta, v, steer, a)

    # vars upper bound
    ub_constrains_x = np.array([ego_car_x] + [INF] * (N - 1))
    ub_constrains_y = np.array([ego_car_y] + [INF] * (N - 1))
    ub_constrains_theta = np.array([ego_car_theta] + [INF] * (N - 1))
    ub_constrains_v = np.array([ego_car_v] + [MAX_v] * (N - 1))
    ub_constrains_steer = np.array([ego_car_steer] + [MAX_steer] * (N - 2))
    ub_constrains_a = np.array([ego_car_a] + [MAX_a] * (N - 2))
    ub_constrains_vars = np.hstack([
        ub_constrains_x, ub_constrains_y, ub_constrains_theta, ub_constrains_v,
        ub_constrains_steer, ub_constrains_a
    ])
    # vars lower bound
    lb_constrains_x = np.array([ego_car_x] + [-INF] * (N - 1))
    lb_constrains_y = np.array([ego_car_y] + [-INF] * (N - 1))
    lb_constrains_theta = np.array([ego_car_theta] + [-INF] * (N - 1))
    lb_constrains_v = np.array([ego_car_v] + [-MIN_v] * (N - 1))
    lb_constrains_steer = np.array([ego_car_steer] + [MIN_steer] * (N - 2))
    lb_constrains_a = np.array([ego_car_a] + [MIN_a] * (N - 2))
    lb_constrains_vars = np.hstack([
        lb_constrains_x, lb_constrains_y, lb_constrains_theta, lb_constrains_v,
        lb_constrains_steer, lb_constrains_a
    ])

    # define constrain function g (variables update equation)
    x_constrain = SX.sym('x_constrain', N - 1)
    y_constrain = SX.sym('y_constrain', N - 1)
    theta_constrain = SX.sym('theta_constrain', N - 1)
    v_constrain = SX.sym('v_constrain', N - 1)

    SCALE = 0.002
    for i in range(N - 1):
        theta_diff = atan(tan(steer[i]) / 2) * v[i] * dt * SCALE
        # theta_diff = steer[i] * dt

        x_constrain[i] = x[i + 1] - (x[i] + v[i] * dt * np.cos(theta[i]))
        y_constrain[i] = y[i + 1] - (y[i] + v[i] * dt * np.sin(theta[i]))
        theta_constrain[i] = theta[i + 1] - (theta[i] - theta_diff)
        v_constrain[i] = v[i + 1] - (v[i] + a[i] * dt)
    all_constrain = vertcat(x_constrain, y_constrain, theta_constrain,
                            v_constrain)
    ub_constrains_g = np.zeros([4 * (N - 1)])
    lb_constrains_g = np.zeros([4 * (N - 1)])

    # define cost function f
    cost = 0
    for i in range(N):
        # deviation
        cost += 20 / N**3 * (N - i)**4 * (x[i] - route_xs[i])**2
        cost += 20 / N**3 * (N - i)**4 * (y[i] - route_ys[i])**2
        # control cost
        if i < N - 2:
            cost += 5 * N * steer[i]**2
            cost += 0.01 * N * a[i]**2

            cost += 20 * N * (steer[i + 1] - steer[i])**2
            # cost += 0.1 * N * (a[i + 1] - a[i]) ** 2

    nlp = {'x': all_vars, 'f': cost, 'g': all_constrain}
    S = nlpsol('S', 'ipopt', nlp, {
        "print_time": False,
        "ipopt": {
            "print_level": 0
        }
    })
    result = S(x0=initial_value,
               lbg=lb_constrains_g,
               ubg=ub_constrains_g,
               lbx=lb_constrains_vars,
               ubx=ub_constrains_vars)

    # def print_result():
    #     print('route_x', [i[0] for i in route])
    #     print('x', result['x'][0:N])
    #     print('route_y', [i[1] for i in route])
    #     print('y', result['x'][N:2 * N])
    #
    #     print('theta', result['x'][2 * N:3 * N])
    #     print('v', result['x'][3 * N:4 * N])
    #     print('vx', result['x'][3 * N:4 * N] * np.cos(result['x'][2 * N:3 * N]))
    #     print('vy', result['x'][3 * N:4 * N] * np.sin(result['x'][2 * N:3 * N]))
    #
    #     print('steer', result['x'][4 * N:5 * N - 1])
    #     print('a', result['x'][5 * N - 1:6 * N - 2])

    # print_result()
    xs = result['x'][0:N].elements()
    ys = result['x'][N:2 * N].elements()

    steer = float(result['x'][4 * N + 1])
    a = float(result['x'][5 * N])
    a = a / MAX_a
    if a > 0:
        control = Control(steer, a / 10, 0)
    else:
        control = Control(steer, 0, -a)

    # controls = []
    # for a, steer in zip(result['x'][5 * N - 1:6 * N - 2].elements(), result['x'][4 * N:5 * N - 1].elements()):
    #     # steer = float(result['x'][4 * N + 1])
    #     # a = float(result['x'][5 * N])
    #     a = a / MAX_a
    #     if a > 0:
    #         controls.append(Control(steer, a / 10, 0))
    #     else:
    #         controls.append(Control(steer, 0, -a))

    return control, xs, ys
Beispiel #12
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def short_term_MPC(ego_car: Car, route_xs, route_ys, dt, verbose=False):
    assert len(route_xs) == len(route_ys)
    N = len(route_xs)

    ego_car_x, ego_car_y, ego_car_v, ego_car_theta, ego_car_a, ego_car_steer = ego_car.get_car_state(
    )

    x_init = [ego_car_x] * N
    y_init = [ego_car_y] * N
    theta_init = [ego_car_theta] * N
    v_init = [ego_car_v] * N
    steer_init = [ego_car_steer] * (N - 1)
    a_init = [MAX_a] * (N - 1)
    initial_value = x_init + y_init + theta_init + v_init + \
                    steer_init + a_init

    # vars to be optimize
    x = SX.sym('x', N)
    y = SX.sym('y', N)
    theta = SX.sym('theta', N)
    v = SX.sym('v', N)
    steer = SX.sym('steer', N - 1)
    a = SX.sym('a', N - 1)
    all_vars = vertcat(x, y, theta, v, steer, a)

    # vars upper bound
    ub_constrains_x = np.array([ego_car_x] + [INF] * (N - 1))
    ub_constrains_y = np.array([ego_car_y] + [INF] * (N - 1))
    ub_constrains_theta = np.array([ego_car_theta] + [INF] * (N - 1))
    ub_constrains_v = np.array([ego_car_v] + [MAX_v] * (N - 1))
    ub_constrains_steer = np.array([ego_car_steer] + [MAX_steer] * (N - 2))
    ub_constrains_a = np.array([ego_car_a] + [MAX_a] * (N - 2))
    ub_constrains_vars = np.hstack([
        ub_constrains_x, ub_constrains_y, ub_constrains_theta, ub_constrains_v,
        ub_constrains_steer, ub_constrains_a
    ])
    # vars lower bound
    lb_constrains_x = np.array([ego_car_x] + [-INF] * (N - 1))
    lb_constrains_y = np.array([ego_car_y] + [-INF] * (N - 1))
    lb_constrains_theta = np.array([ego_car_theta] + [-INF] * (N - 1))
    lb_constrains_v = np.array([ego_car_v] + [-MIN_v] * (N - 1))
    lb_constrains_steer = np.array([ego_car_steer] + [MIN_steer] * (N - 2))
    lb_constrains_a = np.array([ego_car_a] + [MIN_a] * (N - 2))
    lb_constrains_vars = np.hstack([
        lb_constrains_x, lb_constrains_y, lb_constrains_theta, lb_constrains_v,
        lb_constrains_steer, lb_constrains_a
    ])

    # define constrain function g (variables update equation)
    x_constrain = SX.sym('x_constrain', N - 1)
    y_constrain = SX.sym('y_constrain', N - 1)
    theta_constrain = SX.sym('theta_constrain', N - 1)
    v_constrain = SX.sym('v_constrain', N - 1)

    SCALE = 0.002
    for i in range(N - 1):
        # theta_diff = atan(tan(steer[i]) / 2) * v[i] * dt * SCALE
        theta_diff = steer[i] * v[i] * dt * SCALE

        x_constrain[i] = x[i + 1] - (x[i] + v[i] * dt * np.cos(theta[i]))
        y_constrain[i] = y[i + 1] - (y[i] + v[i] * dt * np.sin(theta[i]))
        theta_constrain[i] = theta[i + 1] - (theta[i] - theta_diff)
        v_constrain[i] = v[i + 1] - (v[i] + a[i] * dt)
    all_constrain = vertcat(x_constrain, y_constrain, theta_constrain,
                            v_constrain)
    ub_constrains_g = np.zeros([4 * (N - 1)])
    lb_constrains_g = np.zeros([4 * (N - 1)])

    # define cost function f
    cost = 0
    for i in range(N):
        # deviation
        cost += 20 * N * (x[i] - route_xs[i])**2
        cost += 20 * N * (y[i] - route_ys[i])**2

        if i < N - 2:
            cost += 1 * N * steer[i]**2
            # cost += 0.01 * N * a[i] ** 2
            cost += 50 * N * (steer[i + 1] - steer[i])**2

    nlp = {'x': all_vars, 'f': cost, 'g': all_constrain}
    S = nlpsol('S', 'ipopt', nlp, {
        "print_time": False,
        "ipopt": {
            "print_level": 0
        }
    })
    result = S(x0=initial_value,
               lbg=lb_constrains_g,
               ubg=ub_constrains_g,
               lbx=lb_constrains_vars,
               ubx=ub_constrains_vars)

    steer = float(result['x'][4 * N + 1])
    a = float(result['x'][5 * N])
    a = a / MAX_a
    if a > 0:
        action = Control(steer, a / 10, 0)
    else:
        action = Control(steer, 0, -a)

    if verbose:
        xs = result['x'][0:N].elements()
        ys = result['x'][N:2 * N].elements()
        pprint(xs)
        pprint(ys)

    return action, None, None
Beispiel #13
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def get_steer(car: Car, target: Vec3):
    local_target = car.local(target)
    local_target_norm = local_target.normalized()
    turn_angle = math.atan2(local_target_norm.y, local_target_norm.x)
    return turn_angle
Beispiel #14
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class Environment:
    def __init__(self, env, FPS=50.0):
        self.env = env
        self.env.reset()
        self.car = Car(env.unwrapped.car, 10., 0.)
        self.track = env.unwrapped.track
        self.dt = 1 / FPS
        self.long_term_planning_length = 30
        self.short_term_planning_length = 10

    def render(self):
        self.env.render()

    def observe(self):
        x, y = self.car.get_position()
        vx, vy = self.car.get_wheel().linearVelocity * 1
        theta = atan2(vy, vx)
        return x, y, vx, vy, theta

    def step(self, control: Control):
        obs = self.observe()
        _, reward, done, info = self.env.step(control.to_tuple())
        self.car.take_control(control)
        return obs, reward, done, info

    def seed(self, seed_val):
        self.env.seed(seed_val)

    def reset(self):
        state = self.env.reset()
        self.car = Car(self.env.unwrapped.car, 10, 0)
        return state

    def get_car(self):
        return self.car

    def get_current_waypoint_index(self):
        ind = self.env.unwrapped.tile_visited_count
        ind = ind % len(self.get_track())
        return ind

    def get_track(self):
        return self.env.unwrapped.track

    def calc_long_term_targets(self):
        ind = self.get_current_waypoint_index()
        track = self.get_track()

        pos = self.car.get_position()

        desired_v = 60
        dist_travel = desired_v * self.dt

        def get_point(start, end, d_to_go):
            x0, y0 = start
            x1, y1 = end
            dy = y1 - y0
            dx = x1 - x0
            d = np.linalg.norm((dx, dy))

            x = x0 + d_to_go * dx / d
            y = y0 + d_to_go * dy / d

            return x, y

        cur_pos = np.array(pos)
        cur_target = np.array(track[ind][2:4])

        # result = [pos]
        xs, ys = [pos[0]], [pos[1]]
        for i in range(self.long_term_planning_length - 1):
            remain_dist = np.linalg.norm(cur_target - cur_pos) - dist_travel
            if remain_dist > 0:
                p = get_point(cur_pos, cur_target, dist_travel)
                # result.append(p)
                xs.append(p[0])
                ys.append(p[1])
                cur_pos = p
            else:
                # must ensure distance between 2 target points larger than dist_travel
                cur_pos = cur_target
                ind = (ind + 1) % len(track)
                cur_target = np.array(track[ind][2:4])

                p = get_point(cur_pos, cur_target, -remain_dist)
                xs.append(p[0])
                ys.append(p[1])
                cur_pos = p

        return xs, ys
Beispiel #15
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 def reset(self):
     state = self.env.reset()
     self.car = Car(self.env.unwrapped.car, 10, 0)
     return state
Beispiel #16
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class Dingus(BaseAgent):
    def __init__(self, name, team, index):
        super().__init__(name, team, index)
        self.allies: list[Car] = []
        self.enemies: list[Car] = []
        self.me: Car = None
        self.goals: list[Goal] = None
        self.ball: Ball = None
        self.actions: ActionChain = None
        self.game_info: GameInfo = None
        self.boost_tracker: BoostTracker = None
        self.ready_for_kickoff: bool = False
        self.ball_prediction = None
        # self.state = "parked"
        self.just_got_boost = False
        self.debug_targets = []

    def initialize_agent(self):
        self.me = Car(self.team, self.index)
        self.goals = [Goal(0), Goal(1)]
        self.ball = Ball()
        if not self.boost_tracker:
            self.boost_tracker = BoostTracker()
            self.boost_tracker.initialize_all_boost(self.get_field_info())
        self.actions = ActionChain()

    # Taken from GoslingUtils
    def debug_actions(self, only_current=True):
        white_color = self.renderer.white()
        blue_color = self.renderer.blue()
        red_color = self.renderer.red()
        yellow_color = self.renderer.yellow()
        names = self.actions.get_chain_names()
        self.renderer.draw_string_2d(10, 50, 3, 3, self.actions.last_state,
                                     blue_color)
        if len(names) > 0:
            for i in range(len(names)):
                self.renderer.draw_string_2d(10, 50 + (50 * (len(names) - i)),
                                             3, 3, names[i], white_color)
                if hasattr(
                        self.actions.action_list[i], "target"
                ) and self.actions.action_list[i].target is not None:
                    target_end = Vec3(
                        self.actions.action_list[i].target.x,
                        self.actions.action_list[i].target.y,
                        self.actions.action_list[i].target.z + 300)
                    if i == 0:
                        self.renderer.draw_line_3d(
                            self.actions.action_list[i].target, target_end,
                            yellow_color)
                    else:
                        self.renderer.draw_line_3d(
                            self.actions.action_list[i].target, target_end,
                            red_color)

    def line(self, start, end, color=None, alpha=255):
        color = color if color is not None else [255, 255, 255]
        self.renderer.draw_line_3d(Vec3(start), Vec3(end),
                                   self.renderer.create_color(alpha, *color))

    def is_kickoff(self):
        ret = self.game_info.is_kickoff_pause and self.game_info.is_round_active
        if ret:
            self.ready_for_kickoff = True
        return ret

    def reset_for_kickoff(self):
        self.actions = ActionChain(action_list=[BaseKickoff()])
        self.debug_targets = []
        # self.state = "kickoff"

    def update_cars(self, packet: GameTickPacket):
        self.allies = [
            Car(c.team, i, packet) for i, c in enumerate(packet.game_cars)
            if c.team == self.team and i != self.index
        ]
        self.enemies = [
            Car(c.team, i, packet) for i, c in enumerate(packet.game_cars)
            if c.team != self.team
        ]
        self.me = Car(self.team, self.index, packet)

    def preprocess(self, packet: GameTickPacket):
        if packet.num_cars != len(self.allies) + len(self.enemies) + 1:
            self.update_cars(packet)
        [c.update(packet) for c in self.allies]
        [c.update(packet) for c in self.enemies]
        self.me.update(packet)
        self.ball.update(packet)
        self.game_info = packet.game_info
        self.boost_tracker.update(packet)

    # def increment_state(self):
    #     if len(self.future_actions) < 1:
    #         self.current_action = None
    #     elif self.current_action.finished:
    #         self.current_action = self.future_actions[0]
    #         del self.future_actions[0]
    #     else:
    #         self.current_action = None
    #         self.future_actions = []

    def get_output(self, packet: GameTickPacket) -> SimpleControllerState:
        # Preliminary things to do
        self.preprocess(packet)
        self.renderer.begin_rendering()
        self.debug_actions(False)
        out: SimpleControllerState = SimpleControllerState()

        # self.ball_prediction = self.get_ball_prediction_struct()
        # print(self.actions)
        # Draw some shit
        self.line(self.me.location, self.ball.location, [0, 255, 0])
        # self.state = self.actions.last_state

        # No current plans
        """
        If enemy onside, go back post and wait if not doing either yet
        if enemy offside, grab boost if you need it, otherwise ball chase.
            boost if the enemy is closer to the ball
        Should break routine to go back post if enemy goes onside
        """

        enemy_onside = self.enemies[0].onside(self.ball.location, 200)
        # Maybe get fancy by checking if this is true in 2 seconds????
        back_post = self.goals[self.team].get_back_post_rotation(
            self.ball.location)
        back_boost = self.boost_tracker.get_back_boost(self.me.side,
                                                       -self.ball.side)
        closer_to_ball = self.me.local(
            self.ball.location -
            self.me.location).length() < self.enemies[0].local(
                self.ball.location - self.enemies[0].location).length()
        print("Dingus closer to ball: ", closer_to_ball)
        if not self.actions.busy:
            if not enemy_onside or self.actions.last_state != "defending":
                if self.me.boost < 25 and self.actions.last_state != "grabbing boost":
                    self.actions.append(
                        BoostGrab(boost=None,
                                  boost_tracker=self.boost_tracker))
                else:
                    self.actions.append(
                        Ballchase(self.ball.last_touch_time,
                                  with_the_quickness=not closer_to_ball))
            # print(self.state == "going to defend")
        elif enemy_onside:
            # if going to defend, this has already been called. if defending, already backpost
            print("actions.state: ", self.actions.last_state)
            print("action.state != defending: ",
                  self.actions.last_state != "defending")
            print("action.state != going to defend: ",
                  self.actions.last_state != "going to defend")
            if self.actions.last_state != "going to defend" and self.actions.last_state != "defending":
                print("Adding another joyride???")
                self.go_back_post(boost_first=True)

        # check for kickoff reset right before running actions
        if self.is_kickoff() and self.ready_for_kickoff:
            self.reset_for_kickoff()

        if self.actions.busy:
            print("doing action: ", self.actions.current.__class__.__name__)
            if hasattr(self.actions.current,
                       "target") and self.actions.current.target is not None:
                self.line(self.me.location, self.actions.current.target,
                          [255, 0, 0])
            out = self.actions.execute(packet, car=self.me, ball=self.ball)

        # final things to do
        self.renderer.end_rendering()
        return out

    def make_a_plan(self):
        pass

    def go_back_post(self, boost_first=True):
        back_post = self.goals[self.team].get_back_post_rotation(
            self.ball.location)
        back_post_sign = self.goals[self.team].get_back_post_sign(
            self.ball.location)
        back_boost = self.boost_tracker.get_back_boost(self.me.side,
                                                       back_post_sign)
        back_boost_prep_target = Vec3(
            back_boost.location.x + (back_post_sign * 250),
            back_boost.location.y - (self.me.side * 250), 0)
        self.actions.interrupt_now()
        if boost_first:
            self.actions.append(
                Joyride("going to defend",
                        target=back_boost_prep_target,
                        with_the_quickness=False))
            self.actions.append(
                BoostGrab(boost=back_boost, state="going to defend"))
        self.actions.append(Joyride("going to defend", target=back_post))
        self.actions.append(
            Park("defending", face_ball=False, apply_break=False))
Beispiel #17
0
def liftoff_angles(car: Car, target:Vec3):
    local_target = car.local(target)
    yaw = math.atan2(local_target.y, local_target.x)
    pitch = math.atan2(local_target.x, local_target.z)
    return yaw, pitch