Beispiel #1
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def passToCorner(player):
    if player.firstFrame():
        player.passBack = True
        if roleConstants.isFirstChaser(player.role):
            corner = Location(nogginC.FIELD_WHITE_WIDTH, 0.)
            decider = KickDecider.KickDecider(player.brain)
            player.kick = decider.sweetMovesForKickOff(0, corner)
            player.inKickingState = True
            return player.goNow('approachBall')
        elif roleConstants.isSecondChaser(player.role) or roleConstants.isCherryPicker(player.role):
            player.brain.tracker.repeatFastTwoIntervalPan()
            passDestination = Location(nogginC.OPP_GOALBOX_LEFT_X, 60.)
            player.brain.nav.goTo(passDestination, Navigator.GENERAL_AREA, speeds.SPEED_EIGHT, 
                                True, False, True, False)
        else:
            return player.goNow('playOffBall')

        return player.stay()

    elif constants.shouldPassToFieldCross(player):
        return player.goNow('passToFieldCross')
    elif constants.ballNotPassedToCorner(player):
        player.passBack = False
        player.inKickOffPlay = False
        return player.goNow('findBall')
    else:
        passDestination = Location(nogginC.OPP_GOALBOX_LEFT_X, 60.)
        player.brain.nav.updateDest(passDestination)

    return player.stay()
Beispiel #2
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def searchFieldForSharedBall(player):
    """
    Searches the field for the shared ball.
    """
    sharedball = Location(player.brain.sharedBall.x, player.brain.sharedBall.y)

    if player.firstFrame():
        player.brain.tracker.trackBall()
        player.brain.tracker.repeatWideSnapPan()
        player.sharedBallCloseCount = 0
        player.sharedBallOffCount = 0
        player.brain.nav.goTo(sharedball, precision = nav.GENERAL_AREA,
                              speed = speeds.SPEED_EIGHT, avoidObstacles = True,
                              fast = True, pb = False)

    if sharedball.distTo(player.brain.loc) < 100:
        player.sharedBallCloseCount += 1
    else:
        player.sharedBallCloseCount = 0

    if not transitions.shouldFindSharedBall(player):
        player.sharedBallOffCount += 1
    else:
        player.sharedBallOffCount = 0

    player.brain.nav.updateDest(sharedball)
Beispiel #3
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def pLeftDeepBack(team, workingPlay):
    """position deep right back"""
    workingPlay.setSubRole(PBConstants.LEFT_DEEP_BACK)
    dest = Location(PBConstants.DEEP_BACK_X, PBConstants.LEFT_DEEP_BACK_Y)
    h = dest.headingTo(team.brain.ball.loc)
    pos = (PBConstants.DEEP_BACK_X, PBConstants.LEFT_DEEP_BACK_Y, h)
    workingPlay.setPosition(pos)
Beispiel #4
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def passToFieldCross(player):
    if player.firstFrame():
        player.passBack = False
        if roleConstants.isFirstChaser(player.role):
            player.brain.tracker.repeatFastTwoIntervalPan()
            fieldCross = Location(nogginC.LANDMARK_OPP_FIELD_CROSS[0], nogginC.LANDMARK_OPP_FIELD_CROSS[1])
            player.brain.nav.goTo(fieldCross, Navigator.GENERAL_AREA, speeds.SPEED_EIGHT, 
                                True, False, True, False)

        elif roleConstants.isSecondChaser(player.role) or roleConstants.isCherryPicker(player.role):
            if not constants.ballIsLost(player):
                decider = KickDecider.KickDecider(player.brain)
                # player.kick = decider.bigKicksOnGoal()
                # player.kick = decider.sweetMovesOnGoal()
                # player.kick = decider.sweetMoveCrossToCenter()
                player.kick = decider.decidingStrategy()
                player.finishedPlay = True
                player.inKickingState = True
                return player.goNow('approachBall')
            else:
                player.inKickOffPlay = False
                return player.goNow('findBall')
        else:
            return player.goNow('playOffBall')

        return player.stay()

    if roleConstants.isFirstChaser(player.role):
        fieldCross = Location(nogginC.LANDMARK_OPP_FIELD_CROSS[0], nogginC.LANDMARK_OPP_FIELD_CROSS[1])
        player.brain.nav.updateDest(fieldCross)
        if constants.shouldStopWalkingToCross(player):
            player.inKickOffPlay = False
            return player.goNow('approachBall')

    return player.stay()
Beispiel #5
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    def determineChaseTime(self):
        """
        Attempt to define a time in seconds to get to the ball.
        Can give penalties in certain situations.
        @ return: returns a time in seconds with penalties.
        Note: Don't give bonuses. It can result in negative chase times
              which can screw up the math later on. --Wils (06/25/11)
        """
        ballLocation = Location(self.brain.ball.x, self.brain.ball.y)
        headingBallToGoal = ballLocation.headingTo(OPP_GOAL)

        relLocToBall = RelRobotLocation(self.brain.ball.rel_x,
                                        self.brain.ball.rel_y,
                                        headingBallToGoal)

        time = self.determineTimeToDest(relLocToBall)

        # Give a penalty for not seeing the ball if we aren't in a kickingState
        if (self.brain.ball.vis.frames_off > 45 and # TODO: unify this constant with shouldFindBall
            not self.brain.player.inKickingState):
            time += BALL_OFF_PENALTY

        if DEBUG_DETERMINE_DEST_TIME:
            print "\tChase time after ball on bonus " + str(time)

        return time
def findDefenderHomeNoBall(player, left):

    # print "Find defender home WITHOUT ball"

    if player.brain.staggeredPositioning:
        if left:
            print "even defender back no ball stagger"
            return role.evenDefenderBack
        else:
            print "odd defender forward no ball stagger"
            return role.oddDefenderForward
    else:
        if left:
            if player.brain.loc.distTo(Location(role.evenDefenderBack.x, role.evenDefenderBack.y)) < \
            player.brain.loc.distTo(Location(role.evenDefenderForward.x, role.evenDefenderForward.y)):
                print "even defender forward no ball"
                return role.evenDefenderForward
            else:
                print "even defender back no ball"
                return role.evenDefenderBack
        else:
            if player.brain.loc.distTo(Location(role.oddDefenderBack.x, role.oddDefenderBack.y)) < \
            player.brain.loc.distTo(Location(role.oddDefenderForward.x, role.oddDefenderForward.y)):
                print "odd defender forward no ball"
                return role.oddDefenderForward
            else:
                print "odd defender back no ball"
                return role.oddDefenderBack
Beispiel #7
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    def __init__(self, visionBall):
        Location.__init__(self, 0.0, 0.0)

        self.vis = visionBall

        (self.uncertX,
         self.uncertY,
         self.sd,
         self.velX,
         self.velY,
         self.bearing,
         self.dist,
         self.uncertVelX,
         self.uncertVelY,
         self.heading,
         self.locDist,
         self.locBearing, # loc based
         self.relX, # vision based
         self.relY,
         self.relVelX,
         self.relVelY,
         self.lastRelX,
         self.lastRelY,
         self.dx,
         self.dy,
         self.endY,
         self.accX,
         self.accY,
         self.uncertAccX,
         self.uncertAccY,
         self.relAccX,
         self.relAccY) = [0]*Constants.NUM_TOTAL_BALL_VALUES
Beispiel #8
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    def obstacleAware(self, clearing=False):
        motionKicksOnGoal = self.motionKicksAsapOnGoal()
        if motionKicksOnGoal:
            return motionKicksOnGoal

        # if self.checkObstacle(1, 75):
        #     inScrum = self.motionKicksInScrumAsap()
        #     if inScrum:
        #         return inScrum

        if (not self.checkObstacle(1, 215) and not self.checkObstacle(1, 215)
                and not self.checkObstacle(8, 215)):
            goalCenter = Location(nogginC.FIELD_WHITE_RIGHT_SIDELINE_X,
                                  nogginC.MIDFIELD_Y)
            ball = Location(self.brain.ball.x, self.brain.ball.y)
            if ball.distTo(goalCenter) <= 400:
                timeAndSpace = self.frontKicksOrbitIfSmall()
                if timeAndSpace:
                    return timeAndSpace
            elif clearing:
                clear = self.frontKicksClear()
                if clear:
                    return clear

        asap = self.motionKicksAsap()
        if asap:
            return asap

        return self.frontKickCrosses()
Beispiel #9
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def searchFieldForFlippedSharedBall(player):
    """
    Flips the shared ball and searches for it.
    """
    sharedball = Location(-1*(player.brain.sharedBall.x-NogginConstants.MIDFIELD_X) + NogginConstants.MIDFIELD_X,
                          -1*(player.brain.sharedBall.y-NogginConstants.MIDFIELD_Y) + NogginConstants.MIDFIELD_Y)

    if player.firstFrame():
        player.brain.tracker.trackBall()
        player.brain.tracker.repeatWideSnapPan()
        player.sharedBallCloseCount = 0
        player.brain.nav.goTo(sharedball, precision = nav.GENERAL_AREA,
                              speed = speeds.SPEED_EIGHT, avoidObstacles = True,
                              fast = True, pb = False)

    if sharedball.distTo(player.brain.loc) < 100:
        player.sharedBallCloseCount += 1
    else:
        player.sharedBallCloseCount = 0

    if not transitions.shouldFindSharedBall(player):
        player.sharedBallOffCount += 1
    else:
        player.sharedBallOffCount = 0

    player.brain.nav.updateDest(sharedball)
Beispiel #10
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    def notTowardOurGoal(self, kick):
        # do not kick into our goalbox
        ball = self.brain.ball

        inBox = (
            ball.x > nogginC.GREEN_PAD_X
            and ball.x < nogginC.BLUE_GOALBOX_RIGHT_X
            and ball.y < nogginC.BLUE_GOALBOX_TOP_Y
            and ball.y > nogginC.BLUE_GOALBOX_BOTTOM_Y
        )
        intoBox = (
            kick.destinationX > nogginC.GREEN_PAD_X
            and kick.destinationX < nogginC.BLUE_GOALBOX_RIGHT_X
            and kick.destinationY < nogginC.BLUE_GOALBOX_TOP_Y
            and kick.destinationY > nogginC.BLUE_GOALBOX_BOTTOM_Y
        )

        print "inBox returned"
        if intoBox and not inBox:
            return False

        else:
            goalCenter = Location(nogginC.FIELD_WHITE_LEFT_SIDELINE_X, nogginC.MIDFIELD_Y)
            ball = Location(ball.x, ball.y)
            kickDestination = Location(kick.destinationX, kick.destinationY)

            return goalCenter.distTo(ball) < goalCenter.distTo(kickDestination)
Beispiel #11
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    def obstacleAware(self, clearing=False):
        motionKicksOnGoal = self.motionKicksAsapOnGoal()
        if motionKicksOnGoal:
            return motionKicksOnGoal

        # if self.checkObstacle(1, 75):
        #     inScrum = self.motionKicksInScrumAsap()
        #     if inScrum:
        #         return inScrum

        if not self.checkObstacle(1, 215) and not self.checkObstacle(1, 215) and not self.checkObstacle(8, 215):
            goalCenter = Location(nogginC.FIELD_WHITE_RIGHT_SIDELINE_X, nogginC.MIDFIELD_Y)
            ball = Location(self.brain.ball.x, self.brain.ball.y)
            if ball.distTo(goalCenter) <= 400:
                timeAndSpace = self.frontKicksOrbitIfSmall()
                if timeAndSpace:
                    return timeAndSpace
            elif clearing:
                clear = self.frontKicksClear()
                if clear:
                    return clear

        asap = self.motionKicksAsap()
        if asap:
            return asap

        return self.frontKickCrosses()
Beispiel #12
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    def flipLocFilter(self):
        """
        Check where the goalie sees the ball and where we do.
        Record if we're generally correct, or if our flipped location
        is generally correct, or if neither one agrees with the goalie.
        NOTE: ignore whenever the ball is in the middle 2x2 meter box.
        """
        # Get goalie data
        for mate in self.teamMembers:
            if mate.isDefaultGoalie() and mate.active:
                if mate.ballOn and self.ball.vis.on:
                    # calculate global ball coordinates
                    # note: assume goalie is in center of goal.
                    goalie_x = Constants.FIELD_WHITE_LEFT_SIDELINE_X
                    goalie_y = Constants.MIDFIELD_Y

                    ball_x = goalie_x + (mate.ballDist * math.cos(mate.ballBearing))
                    ball_y = goalie_y + (mate.ballDist * math.sin(mate.ballBearing))
                    goalie_ball_location = Location(ball_x, ball_y)

                    # check against my data
                    my_ball_location = Location(self.ball.x, self.ball.y)
                    flipped_ball_location = Location(Constants.FIELD_GREEN_WIDTH - self.ball.x,
                                                     Constants.FIELD_GREEN_HEIGHT - self.ball.y)

                    if (mate.ballDist < 250 and
                        self.loc.x > Constants.MIDFIELD_X and
                        self.ball.x > Constants.MIDFIELD_X):
                        # I'm probably flipped!
                        self.updateFlipFilters(-1)

                        print "Goalie saw the ball close, and I think I and it are far."
                        print "Goalie sees ball at: " + str(goalie_ball_location)

                        break

                    if (goalie_ball_location.inCenterCenter() or
                        my_ball_location.inCenterCenter()):
                        # Ball is too close to the middle of the field. Risky.
                        self.updateFlipFilters(0)
                        break

                    if my_ball_location.distTo(goalie_ball_location) < 70:
                        # I'm probably in the right place!
                        self.updateFlipFilters(1)
                    elif flipped_ball_location.distTo(goalie_ball_location) < 70:
                        # I'm probably flipped!
                        self.updateFlipFilters(-1)
                    else:
                        # I don't agree with the goalie. Ignore.
                        self.updateFlipFilters(0)

        # If I've decided I should flip enough times, actually do it.
        if (len(self.flipFilter) == 10 and
            sum(self.flipFilter) > 6):
            self.flipLoc()
            # Reset filters! Don't want to flip again next frame.
            self.noFlipFilter = []
            self.flipFilter = []
Beispiel #13
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def pLeftDeepBack(team, workingPlay):
    """position deep right back"""
    workingPlay.setSubRole(PBConstants.LEFT_DEEP_BACK)
    dest = Location(PBConstants.DEEP_BACK_X,
                             PBConstants.LEFT_DEEP_BACK_Y)
    h = dest.headingTo(team.brain.ball.loc)
    pos = (PBConstants.DEEP_BACK_X, PBConstants.LEFT_DEEP_BACK_Y,h)
    workingPlay.setPosition(pos)
Beispiel #14
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def pOffensiveMiddie(team, workingPlay):
    workingPlay.setSubRole(PBConstants.OFFENSIVE_MIDDIE)
    y = MyMath.clip(team.brain.ball.loc.y, PBConstants.MIN_MIDDIE_Y, PBConstants.MAX_MIDDIE_Y)
    dest = Location(PBConstants.OFFENSIVE_MIDDIE_X, y)
    h = dest.headingTo(team.brain.ball.loc)

    pos = (PBConstants.OFFENSIVE_MIDDIE_X, y, h)
    workingPlay.setPosition(pos)
Beispiel #15
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def pRightDeepBack(team, workingPlay):
    """position deep left back"""
    workingPlay.setSubRole(PBConstants.RIGHT_DEEP_BACK)
    dest = Location(PBConstants.DEEP_BACK_X,
                             PBConstants.RIGHT_DEEP_BACK_Y)
    h = dest.headingTo(Location(team.brain.ball.x, team.brain.ball.y))
    pos = (PBConstants.DEEP_BACK_X, PBConstants.RIGHT_DEEP_BACK_Y,h)
    workingPlay.setPosition(pos)
Beispiel #16
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def print_location_readings(session, location_id: int):
    loc = Location(location_id)

    start = datetime.datetime(2020, 1, 1)
    end = datetime.datetime(2020, 1, 1)
    interval = datetime.timedelta(minutes=60)

    for reading in loc.readings(session, start, end, interval):
        print(reading)
Beispiel #17
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def pOffensiveMiddie(team, workingPlay):
    workingPlay.setSubRole(PBConstants.OFFENSIVE_MIDDIE)
    y = MyMath.clip(team.brain.ball.loc.y,
                    PBConstants.MIN_MIDDIE_Y,
                    PBConstants.MAX_MIDDIE_Y)
    dest = Location(PBConstants.OFFENSIVE_MIDDIE_X, y)
    h = dest.headingTo(team.brain.ball.loc)

    pos = (PBConstants.OFFENSIVE_MIDDIE_X, y, h)
    workingPlay.setPosition(pos)
Beispiel #18
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def pDubDMiddie(team, workingPlay):
    """middie for when in dubD"""
    workingPlay.setSubRole(PBConstants.DUB_D_MIDDIE)
    y = MyMath.clip(team.brain.ball.loc.y, PBConstants.MIN_MIDDIE_Y, PBConstants.MAX_MIDDIE_Y)
    x = PBConstants.OFFENSIVE_MIDDIE_X
    dest = Location(x, y)
    h = dest.headingTo(team.brain.ball.loc)

    pos = (x, y, h)
    workingPlay.setPosition(pos)
Beispiel #19
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def pPicker(team, workingPlay):
    """position picker"""
    workingPlay.setSubRole(PBConstants.PICKER)
    x = PBConstants.PICKER_X
    y = PBConstants.PICKER_Y
    dest = Location(x, y)
    h = dest.headingTo(team.brain.ball.loc)

    pos = (x,y,h)
    workingPlay.setPosition(pos)
Beispiel #20
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def pStopper(team, workingPlay):
    """position stopper"""
    workingPlay.setSubRole(PBConstants.STOPPER)
    x = PBConstants.STOPPER_X
    y = MyMath.clip(team.brain.ball.loc.y, PBConstants.MIN_STOPPER_Y, PBConstants.MAX_STOPPER_Y)
    dest = Location(x, y)
    h = dest.headingTo(team.brain.ball.loc)

    pos = (x, y, h)
    workingPlay.setPosition(pos)
Beispiel #21
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def pCenterBack(team, workingPlay):
    """position center back"""
    workingPlay.setSubRole(PBConstants.CENTER_BACK)
    x, y = team.getPointBetweenBallAndGoal(team.brain.ball, PBConstants.DEFENDER_BALL_DIST)
    x = MyMath.clip(x, PBConstants.SWEEPER_X, PBConstants.STOPPER_X)
    y = MyMath.clip(y, PBConstants.MIN_CENTER_BACK_Y, PBConstants.MAX_CENTER_BACK_Y)
    dest = Location(x, y)
    h = dest.headingTo(team.brain.ball.loc)

    pos = (x, y, h)
    workingPlay.setPosition(pos)
Beispiel #22
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    def strategize(self, play):
        """
        creates a play, picks the strategy to run, returns the play after
        it is modified by Strategies
        """
        currentGCState = self.brain.player.gameState
        # We don't control anything in initial or finished
        if (currentGCState == 'gameInitial' or
            currentGCState == 'gameFinished'):
            play.setRole(PBConstants.INIT_ROLE)

            self.lastBallX = -1
            self.lastBallY = -1
            return

        # Have a separate strategy to easily deal with being penalized
        elif not self.me.active:
            play.setRole(PBConstants.PENALTY_ROLE)

            self.lastBallX = -1
            self.lastBallY = -1
            return

        # Special case for the goalie
        if (self.me.isDefaultGoalie()):
            # Make sure the goalie's role is set
            play.setRole(PBConstants.GOALIE)
            dest = Location(PBConstants.GOALIE_HOME_X,
                            PBConstants.GOALIE_HOME_Y)
            h = dest.headingTo(Location(self.brain.ball.x, self.brain.ball.y))
            pos = (PBConstants.GOALIE_HOME_X, PBConstants.GOALIE_HOME_Y, h)
            play.setPosition(pos)
            return

        # Have a separate ready section to make things simpler
        if (currentGCState == 'gameReady' or currentGCState =='gameSet'):
            if (currentGCState == 'gameReady'):
                self.lastBallX = -1
                self.lastBallY = -1
            self.readyPosition(play)
            return

        # Update the current grid square that the ball is.
        self.ballUpdate()

        test = False
        # Check test cases
        if (PBConstants.TEST_DEFENDER or PBConstants.TEST_OFFENDER
            or PBConstants.TEST_MIDDIE or PBConstants.TEST_CHASER):
            test = True

        # Use the playbook table to determine position.
        self.priorityPositions(
            self.tableLookup(self.lastBallX, self.lastBallY, test) , play)
Beispiel #23
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def pSweeper(team, workingPlay):
    """position sweeper"""
    workingPlay.setSubRole(PBConstants.SWEEPER)
    x = PBConstants.SWEEPER_X
    y = PBConstants.SWEEPER_Y
    y += PBConstants.SWEEPER_Y_OFFSET * MyMath.sign(team.brain.ball.loc.y - NogginConstants.CENTER_FIELD_Y)
    dest = Location(x, y)
    h = dest.headingTo(team.brain.ball.loc)

    pos = (x, y, h)
    workingPlay.setPosition(pos)
Beispiel #24
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def pGoalieSave(team, workingPlay):
    """ goalie saving """
    workingPlay.setSubRole(PBConstants.GOALIE_SAVE)
    dest = Location(PBConstants.GOALIE_HOME_X, PBConstants.GOALIE_HOME_Y)
    h = dest.headingTo(team.brain.ball.loc)
    pos = (PBConstants.GOALIE_HOME_X, PBConstants.GOALIE_HOME_Y, h)

    if PBConstants.USE_FANCY_GOALIE:
        pos = team.fancyGoaliePosition()

    workingPlay.setPosition(pos)
Beispiel #25
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def pGoalieCenter(team, workingPlay):
    """normal goalie position in the center of the goal"""
    workingPlay.setSubRole(PBConstants.GOALIE_CENTER)
    dest = Location(PBConstants.GOALIE_HOME_X, PBConstants.GOALIE_HOME_Y)
    h = dest.headingTo(team.brain.ball.loc)
    pos = (PBConstants.GOALIE_HOME_X, PBConstants.GOALIE_HOME_Y, h)

    if PBConstants.USE_FANCY_GOALIE:
        pos = team.fancyGoaliePosition()

    workingPlay.setPosition(pos)
Beispiel #26
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    def strategize(self, play):
        """
        creates a play, picks the strategy to run, returns the play after
        it is modified by Strategies
        """
        currentGCState = self.brain.player.gameState
        # We don't control anything in initial or finished
        if (currentGCState == 'gameInitial' or
            currentGCState == 'gameFinished'):
            play.setRole(PBConstants.INIT_ROLE)

            self.lastBallX = -1
            self.lastBallY = -1
            return

        # Have a separate strategy to easily deal with being penalized
        elif not self.me.active:
            play.setRole(PBConstants.PENALTY_ROLE)

            self.lastBallX = -1
            self.lastBallY = -1
            return

        # Special case for the goalie
        if (self.me.isDefaultGoalie()):
            # Make sure the goalie's role is set
            play.setRole(PBConstants.GOALIE)
            dest = Location(PBConstants.GOALIE_HOME_X,
                            PBConstants.GOALIE_HOME_Y)
            h = dest.headingTo(Location(self.brain.ball.x, self.brain.ball.y))
            pos = (PBConstants.GOALIE_HOME_X, PBConstants.GOALIE_HOME_Y, h)
            play.setPosition(pos)
            return

        # Have a separate ready section to make things simpler
        if (currentGCState == 'gameReady' or currentGCState =='gameSet'):
            if (currentGCState == 'gameReady'):
                self.lastBallX = -1
                self.lastBallY = -1
            self.readyPosition(play)
            return

        # Update the current grid square that the ball is.
        self.ballUpdate()

        test = False
        # Check test cases
        if (PBConstants.TEST_DEFENDER or PBConstants.TEST_OFFENDER
            or PBConstants.TEST_MIDDIE or PBConstants.TEST_CHASER):
            test = True

        # Use the playbook table to determine position.
        self.priorityPositions(
            self.tableLookup(self.lastBallX, self.lastBallY, test) , play)
Beispiel #27
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    def timeForSomeHeroics(self):
        asapOnGoal = self.allKicksIncludingBigKickAsapOnGoal()
        if asapOnGoal:
            return asapOnGoal

        # TODO hack for Brazil
        goalCenter = Location(nogginC.FIELD_WHITE_RIGHT_SIDELINE_X, nogginC.MIDFIELD_Y)
        ball = Location(self.brain.ball.x, self.brain.ball.y)
        if ball.distTo(goalCenter) <= 200:
            return self.frontKicksOrbit()

        return self.bigKicksOrbit()
Beispiel #28
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def pGoalieChaser(team, workingPlay):
    """goalie is being a chaser, presumably in/near goalbox not intended for
        pulling the goalie situations"""
    workingPlay.setSubRole(PBConstants.GOALIE_CHASER)
    dest = Location(PBConstants.GOALIE_HOME_X, PBConstants.GOALIE_HOME_Y)
    h = dest.headingTo(team.brain.ball.loc)
    pos = (PBConstants.GOALIE_HOME_X, PBConstants.GOALIE_HOME_Y, h)

    if PBConstants.USE_FANCY_GOALIE:
        pos = team.fancyGoaliePosition()

    workingPlay.setPosition(pos)
Beispiel #29
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def pRightWing(team, workingPlay):
    """position right winger"""
    workingPlay.setSubRole(PBConstants.RIGHT_WING)
    midpoint = (PBConstants.WING_MAX_X - PBConstants.WING_MIN_X) * 0.5
    scale = (PBConstants.WING_MAX_X - midpoint) / (PBConstants.PICKER_X_THRESH - midpoint)
    x = -1 * scale * (team.brain.ball.loc.x - midpoint)
    y = PBConstants.RIGHT_WING_Y
    dest = Location(x, y)
    h = dest.headingTo(team.brain.ball.loc)

    pos = (x, y, h)
    workingPlay.setPosition(pos)
Beispiel #30
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    def move_forward(self, location, orientation):
        if orientation == Orientation.east:
            return Location.Location(location.x + 1, location.y)

        elif orientation == Orientation.west:
            return Location.Location(location.x - 1, location.y)

        elif orientation == Orientation.south:
            return Location.Location(location.x, location.y - 1)

        elif orientation == Orientation.north:
            return Location.Location(location.x, location.y + 1)
Beispiel #31
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 def shouldKickOff(self):
     """
     Tells the decider if we should kickOff. Also sets the player constant.
     """
     if self.brain.player.shouldKickOff:
         centerField = Location(NogginConstants.CENTER_FIELD_X,
                                NogginConstants.CENTER_FIELD_Y)
         self.brain.player.shouldKickOff = (centerField.distTo(self.brain.ball) <
                                            NogginConstants.CENTER_CIRCLE_RADIUS)
         return self.brain.player.shouldKickOff
     else:
         return False
Beispiel #32
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def pSweeper(team, workingPlay):
    """position sweeper"""
    workingPlay.setSubRole(PBConstants.SWEEPER)
    x = PBConstants.SWEEPER_X
    y = PBConstants.SWEEPER_Y
    y += PBConstants.SWEEPER_Y_OFFSET * \
        MyMath.sign(team.brain.ball.loc.y-NogginConstants.CENTER_FIELD_Y)
    dest = Location(x, y)
    h = dest.headingTo(team.brain.ball.loc)

    pos = (x, y, h)
    workingPlay.setPosition(pos)
Beispiel #33
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def pGoalieCenter(team, workingPlay):
    """normal goalie position in the center of the goal"""
    workingPlay.setSubRole(PBConstants.GOALIE_CENTER)
    dest = Location(PBConstants.GOALIE_HOME_X,
                             PBConstants.GOALIE_HOME_Y)
    h = dest.headingTo(team.brain.ball.loc)
    pos = (PBConstants.GOALIE_HOME_X, PBConstants.GOALIE_HOME_Y, h)

    if PBConstants.USE_FANCY_GOALIE:
       pos = team.fancyGoaliePosition()

    workingPlay.setPosition(pos)
Beispiel #34
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def pStopper(team, workingPlay):
    """position stopper"""
    workingPlay.setSubRole(PBConstants.STOPPER)
    x = PBConstants.STOPPER_X
    y = MyMath.clip(team.brain.ball.loc.y,
                    PBConstants.MIN_STOPPER_Y,
                    PBConstants.MAX_STOPPER_Y)
    dest = Location(x, y)
    h = dest.headingTo(team.brain.ball.loc)

    pos = (x, y, h)
    workingPlay.setPosition(pos)
Beispiel #35
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def pGoalieSave(team, workingPlay):
    """ goalie saving """
    workingPlay.setSubRole(PBConstants.GOALIE_SAVE)
    dest = Location(PBConstants.GOALIE_HOME_X,
                             PBConstants.GOALIE_HOME_Y)
    h = dest.headingTo(team.brain.ball.loc)
    pos = (PBConstants.GOALIE_HOME_X, PBConstants.GOALIE_HOME_Y, h)

    if PBConstants.USE_FANCY_GOALIE:
        pos = team.fancyGoaliePosition()

    workingPlay.setPosition(pos)
Beispiel #36
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def pDubDMiddie(team, workingPlay):
    """middie for when in dubD"""
    workingPlay.setSubRole(PBConstants.DUB_D_MIDDIE)
    y = MyMath.clip(team.brain.ball.loc.y,
                    PBConstants.MIN_MIDDIE_Y,
                    PBConstants.MAX_MIDDIE_Y)
    x = PBConstants.OFFENSIVE_MIDDIE_X
    dest = Location(x, y)
    h = dest.headingTo(team.brain.ball.loc)

    pos = (x, y, h)
    workingPlay.setPosition(pos)
Beispiel #37
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    def timeForSomeHeroics(self):
        asapOnGoal = self.allKicksIncludingBigKickAsapOnGoal()
        if asapOnGoal:
            return asapOnGoal

        # TODO hack for Brazil
        goalCenter = Location(nogginC.FIELD_WHITE_RIGHT_SIDELINE_X,
                              nogginC.MIDFIELD_Y)
        ball = Location(self.brain.ball.x, self.brain.ball.y)
        if ball.distTo(goalCenter) <= 200:
            return self.frontKicksOrbit()

        return self.bigKicksOrbit()
Beispiel #38
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def pForward(team, workingPlay):
    """position forward"""
    workingPlay.setSubRole(PBConstants.FORWARD)
    x = PBConstants.FORWARD_X
    if team.brain.ball.loc.y < NogginConstants.CENTER_FIELD_Y:
        y = PBConstants.LEFT_FORWARD_Y
    else:
        y = PBConstants.RIGHT_FORWARD_Y
    dest = Location(x, y)
    h = dest.headingTo(team.brain.ball.loc)

    pos = (x, y, h)
    workingPlay.setPosition(pos)
Beispiel #39
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def pStriker(team, workingPlay):
    """position striker"""
    workingPlay.setSubRole(PBConstants.STRIKER)
    x = PBConstants.STRIKER_X
    if team.brain.ball.loc.y < NogginConstants.CENTER_FIELD_Y:
        y = PBConstants.LEFT_STRIKER_Y
    else:
        y = PBConstants.RIGHT_STRIKER_Y
    dest = Location(x, y)
    h = dest.headingTo(team.brain.ball.loc)

    pos = (x, y, h)
    workingPlay.setPosition(pos)
Beispiel #40
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def pRightWing(team, workingPlay):
    """position right winger"""
    workingPlay.setSubRole(PBConstants.RIGHT_WING)
    midpoint = (PBConstants.WING_MAX_X - PBConstants.WING_MIN_X)*.5
    scale = (PBConstants.WING_MAX_X - midpoint)/(PBConstants.PICKER_X_THRESH -
                                                 midpoint)
    x = -1*scale*(team.brain.ball.loc.x - midpoint)
    y = PBConstants.RIGHT_WING_Y
    dest = Location(x, y)
    h = dest.headingTo(team.brain.ball.loc)

    pos = (x, y, h)
    workingPlay.setPosition(pos)
Beispiel #41
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def pLeftWing(team, workingPlay):
    """position left winger"""
    workingPlay.setSubRole(PBConstants.LEFT_WING)
    midpoint = (PBConstants.WING_MAX_X - PBConstants.WING_MIN_X)*.5
    scale = (PBConstants.WING_MAX_X - midpoint)/(PBConstants.PICKER_X_THRESH -
                                                 midpoint)
    x = -1*scale*(team.brain.ball.x - midpoint)
    y = PBConstants.LEFT_WING_Y
    dest = Location(x, y)
    h = dest.headingTo(Location(team.brain.ball.x, team.brain.ball.y))

    pos = (x,y,h)
    workingPlay.setPosition(pos)
Beispiel #42
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 def shouldKickOff(self):
     """
     Tells the decider if we should kickOff. Also sets the player constant.
     """
     if self.brain.player.shouldKickOff:
         centerField = Location(NogginConstants.CENTER_FIELD_X,
                                NogginConstants.CENTER_FIELD_Y)
         self.brain.player.shouldKickOff = \
             (centerField.distTo(self.brain.ball.loc) <
              NogginConstants.CENTER_CIRCLE_RADIUS)
         return self.brain.player.shouldKickOff
     else:
         return False
Beispiel #43
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def pGoalieChaser(team, workingPlay):
    """goalie is being a chaser, presumably in/near goalbox not intended for
        pulling the goalie situations"""
    workingPlay.setSubRole(PBConstants.GOALIE_CHASER)
    dest = Location(PBConstants.GOALIE_HOME_X,
                             PBConstants.GOALIE_HOME_Y)
    h = dest.headingTo(team.brain.ball.loc)
    pos = (PBConstants.GOALIE_HOME_X, PBConstants.GOALIE_HOME_Y, h)

    if PBConstants.USE_FANCY_GOALIE:
       pos = team.fancyGoaliePosition()

    workingPlay.setPosition(pos)
Beispiel #44
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def sidePass(player):
    if player.firstFrame():
        player.passBack = True
        if roleConstants.isFirstChaser(player.role):
            decider = KickDecider.KickDecider(player.brain)
            passDest = Location(nogginC.MIDFIELD_X + constants.SIDE_PASS_OFFSET, 0.)
            player.kick = decider.sweetMovesForKickOff(-1, passDest) 
            player.inKickingState = True
            return player.goNow('approachBall')
        elif roleConstants.isSecondChaser(player.role) or roleConstants.isCherryPicker(player.role):
            pass
        else:
            return player.goNow('playOffBall')

        return player.stay()

    if constants.sidePassFinished(player):
        if constants.isSeeingBall(player):
            return player.goNow('passToFieldCross')
        elif constants.didNotRecieveSidePass(player):
            player.passBack = False
            player.inKickOffPlay = False
            return player.goNow('findBall')

    return player.stay()
Beispiel #45
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 def generate_maze(self, startX, startY):
     self.visited[startX][startY] = True
     self.cells[startX][startY].location = Location.Location(startX,startY)
     while (not self.visited[startX][startY + 1]) or (not self.visited[startX + 1][startY]) or (
             not self.visited[startX][startY - 1]) or (not self.visited[startX - 1][startY]):
         while (True):
             # Choose a direction to move to 1 = North, 2 = East , 3 = South , 4 = West
             chosen_direction = random.randint(1, 4)
             if chosen_direction == 1 and not self.visited[startX][startY + 1]:
                 self.cells[startX][startY].north = False
                 self.cells[startX][startY + 1].south = False
                 self.generate_maze(startX, startY + 1)
                 break
             if chosen_direction == 2 and not self.visited[startX + 1][startY]:
                 self.cells[startX][startY].east = False
                 self.cells[startX + 1][startY].west = False
                 self.generate_maze(startX + 1, startY)
                 break
             if chosen_direction == 3 and not self.visited[startX][startY - 1]:
                 self.cells[startX][startY].south = False
                 self.cells[startX][startY - 1].north = False
                 self.generate_maze(startX, startY - 1)
                 break
             if chosen_direction == 4 and not self.visited[startX - 1][startY]:
                 self.cells[startX][startY].west = False
                 self.cells[startX - 1][startY].east = False
                 self.generate_maze(startX - 1, startY)
                 break
Beispiel #46
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    def addPassesToFieldCross(self):
        betweenFieldCrossAndGoalBoxLeft = (nogginC.LANDMARK_OPP_FIELD_CROSS[0]
                                           + nogginC.OPP_GOALBOX_LEFT_X) / 2.
        location = Location(betweenFieldCrossAndGoalBoxLeft,
                            nogginC.CENTER_FIELD_Y)

        self.addPassesTo(location)
Beispiel #47
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def pKickoffStriker(team, workingPlay):
    """position kickoff striker"""
    workingPlay.setSubRole(PBConstants.KICKOFF_STRIKER)
    x = PBConstants.KICKOFF_OFFENDER_X

    if team.kickoffFormation == 0:
        y = PBConstants.KICKOFF_OFFENDER_0_Y
    else:
        y = PBConstants.KICKOFF_OFFENDER_1_Y

    # We want to face the center (where the ball is, from our location)
    dest = Location(x,y)
    h = dest.headingTo(PBConstants.CENTER_FIELD)

    pos = (x,y,h)
    workingPlay.setPosition(pos)
Beispiel #48
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def pCenterBack(team, workingPlay):
    """position center back"""
    workingPlay.setSubRole(PBConstants.CENTER_BACK)
    x,y = team.getPointBetweenBallAndGoal(team.brain.ball,
                                          PBConstants.DEFENDER_BALL_DIST)
    x = MyMath.clip(x,
                    PBConstants.SWEEPER_X,
                    PBConstants.STOPPER_X)
    y = MyMath.clip(y,
                    PBConstants.MIN_CENTER_BACK_Y,
                    PBConstants.MAX_CENTER_BACK_Y)
    dest = Location(x, y)
    h = dest.headingTo(team.brain.ball.loc)

    pos = (x, y, h)
    workingPlay.setPosition(pos)
Beispiel #49
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def pReadyChaser(team, workingPlay):
    workingPlay.setSubRole(PBConstants.READY_CHASER)
    kickOff = team.brain.gameController.ownKickOff
    if kickOff:
        x = PBConstants.READY_KICKOFF_CHASER_X
        y = PBConstants.READY_KICKOFF_CHASER_Y
    else:
        x = PBConstants.READY_NON_KICKOFF_CHASER_X
        if team.kickoffFormation == 0:
            y = PBConstants.READY_NON_KICKOFF_CHASER_0_Y
        else:
            y = PBConstants.READY_NON_KICKOFF_CHASER_1_Y

    dest = Location(x, y)
    h = dest.headingTo(PBConstants.CENTER_FIELD)

    pos = (x,y,h)
    workingPlay.setPosition(pos)
Beispiel #50
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    def flipLocFilter(self):
        """
        Check where the goalie sees the ball and where we do.
        Record if we're generally correct, or if our flipped location
        is generally correct, or if neither one agrees with the goalie.
        NOTE: ignore whenever the ball is in the middle 2x2 meter box.
        """
        # Get goalie data
        for mate in self.teamMembers:
            if mate.isDefaultGoalie() and mate.active:
                if mate.ballOn and self.ball.vis.on:
                    # calculate global ball coordinates
                    # note: assume goalie is in center of goal.
                    goalie_x = Constants.FIELD_WHITE_LEFT_SIDELINE_X
                    goalie_y = Constants.MIDFIELD_Y

                    ball_x = goalie_x + (mate.ballDist * math.cos(mate.ballBearing))
                    ball_y = goalie_y + (mate.ballDist * math.sin(mate.ballBearing))
                    goalie_ball_location = Location(ball_x, ball_y)

                    # check against my data
                    my_ball_location = Location(self.ball.x, self.ball.y)
                    flipped_ball_location = Location(Constants.FIELD_GREEN_WIDTH - self.ball.x,
                                                     Constants.FIELD_GREEN_HEIGHT - self.ball.y)

                    if (mate.ballDist < 250 and
                        self.loc.x > Constants.MIDFIELD_X and
                        self.ball.x > Constants.MIDFIELD_X):
                        # I'm probably flipped!
                        self.updateFlipFilters(-1)

                        print "Goalie saw the ball close, and I think I and it are far."
                        print "Goalie sees ball at: " + str(goalie_ball_location)

                        break

                    if (goalie_ball_location.inCenterCenter() or
                        my_ball_location.inCenterCenter()):
                        # Ball is too close to the middle of the field. Risky.
                        self.updateFlipFilters(0)
                        break

                    if my_ball_location.distTo(goalie_ball_location) < 70:
                        # I'm probably in the right place!
                        self.updateFlipFilters(1)
                    elif flipped_ball_location.distTo(goalie_ball_location) < 70:
                        # I'm probably flipped!
                        self.updateFlipFilters(-1)
                    else:
                        # I don't agree with the goalie. Ignore.
                        self.updateFlipFilters(0)

        # If I've decided I should flip enough times, actually do it.
        if (len(self.flipFilter) == 10 and
            sum(self.flipFilter) > 6):
            self.flipLoc()
            # Reset filters! Don't want to flip again next frame.
            self.noFlipFilter = []
            self.flipFilter = []
def findStrikerHome(ball, hh):
    if not hasattr(findStrikerHome, 'upperHalf'):
        findStrikerHome.upperHalf = (ball.y - NogginConstants.CENTER_FIELD_Y) >= 0 

    # the buffer zone is twice this because its this distance on each side of midfield
    # the buffer keeps us from oscillating sides of the field when the ball is near the center line
    oscBuff = 50
    if findStrikerHome.upperHalf and (ball.y - NogginConstants.CENTER_FIELD_Y) < -1*oscBuff:
        findStrikerHome.upperHalf = False
    elif not findStrikerHome.upperHalf and (ball.y - NogginConstants.CENTER_FIELD_Y) > oscBuff:
        findStrikerHome.upperHalf = True

    goalCenter = Location(NogginConstants.FIELD_WHITE_RIGHT_SIDELINE_X, NogginConstants.MIDFIELD_Y)
    ballToGoal = Location(goalCenter.x - ball.x, goalCenter.y - ball.y) # vector

    # avoid divide by zeros
    if ballToGoal == Location(0, 0):
        ballToGoal = Location (1, 0)

    # the point at which we draw our normal vector from
    percentageToPivot = 0.8
    pivotPoint = Location(ball.x + ballToGoal.x*0.7, ball.y + ballToGoal.y*0.7)

    # two possible normal vectors. If ball.y is greater than midfield.y choose (dy, -dx)
    # else choose (-dy, dx)
    if findStrikerHome.upperHalf:
        normalVect = Location(ballToGoal.y, -1*ballToGoal.x)
    else:
        normalVect = Location(-1*ballToGoal.y, ballToGoal.x)

    # normalize the vector and make its magnitude to the desired value
    normalVectLength = 100
    normalizeMag = normalVectLength/normalVect.distTo(Location(0,0))
    normalVect.x *= normalizeMag
    normalVect.y *= normalizeMag

    strikerHome = RobotLocation(pivotPoint.x + normalVect.x , pivotPoint.y + normalVect.y, hh)

    # if for some reason you get placed off the field project back onto the field
    if strikerHome.x > NogginConstants.FIELD_WHITE_RIGHT_SIDELINE_X - 20:
        strikerHome.x = NogginConstants.FIELD_WHITE_RIGHT_SIDELINE_X - 20

    return strikerHome
Beispiel #52
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def orbitBall(player):
    """
    State to orbit the ball
    """
    if player.firstFrame():
        if hackKick.DEBUG_KICK_DECISION:
            print "Orbiting at angle: ", player.kick.h

        if player.kick.h == 0:
            return player.goNow("positionForKick")

        elif player.kick.h < 0:
            # set y vel at 50% speed
            print "Turn to left, move right"
            player.brain.nav.walk(0, -0.7, 0.25)

        elif player.kick.h > 0:
            # set y vel at 50% speed in opposite direction
            print "Turn to right, move left"
            player.brain.nav.walk(0, 0.7, -0.25)

    elif player.brain.nav.isStopped():
        player.shouldOrbit = False
        player.kick.h = 0
        player.kick = kicks.chooseAlignedKickFromKick(player, player.kick)
        return player.goNow("positionForKick")

    # all of this is basically the same as in shoot() in hackKickInformation
    goalCenter = Location(nogginConstants.FIELD_WHITE_RIGHT_SIDELINE_X, nogginConstants.CENTER_FIELD_Y)
    ballLocation = Location(player.brain.ball.x, player.brain.ball.y)
    headingBallToGoalCenter = ballLocation.headingTo(goalCenter)
    bearingForKick = headingBallToGoalCenter - player.brain.loc.h

    # the kick was chosen before we came into orbitBall()
    if player.kick.isStraightKick():
        orbitBall.desiredHeading = 0 - bearingForKick
    elif player.kick == kicks.RIGHT_SIDE_KICK:
        orbitBall.desiredHeading = 70 - bearingForKick
    elif player.kick == kicks.LEFT_SIDE_KICK:
        orbitBall.desiredHeading = -70 - bearingForKick
    elif player.kick.isBackKick():
        if bearingForKick < -125:
            orbitBall.desiredHeading = -180 - bearingForKick
        else:
            orbitBall.desiredHeading = 180 - bearingForKick

    # #debugging
    # if player.counter%20 == 0:
    #     print "desiredHeading is:  | ", orbitBall.desiredHeading
    #     print "ball to goal center:| ", headingBallToGoalCenter
    #     print "player heading:     | ", player.brain.loc.h
    #     print "bearing for kick:   | ", bearingForKick
    #     print "walk is:            |  (",player.brain.nav.getXSpeed(),",",player.brain.nav.getYSpeed(),",",player.brain.nav.getHSpeed(),")"
    #     print "=====================++++++++++"

    # our in-house heading checker is of the opinion that we're pointed in the right direction
    if orbitBall.desiredHeading > -10 and orbitBall.desiredHeading < 10:
        player.stopWalking()
        print "Done orbiting, going to positionForKick"
        player.shouldOrbit = False
        player.kick.h = 0
        player.kick = kicks.chooseAlignedKickFromKick(player, player.kick)
        return player.goNow("positionForKick")

    if player.stateTime > 8:
        print "In state orbitBall for too long, switching to chase"
        player.shouldOrbit = False
        player.stopWalking()
        player.inKickingState = False
        return player.goLater("chase")

    # These next three if statements might need some fine tuning
    # ATM that doesn't appear to be the case
    if constants.ORBIT_BALL_DISTANCE < player.brain.ball.distance - 7:
        # We're too far away
        player.brain.nav.setXSpeed(0.15)

    if constants.ORBIT_BALL_DISTANCE > player.brain.ball.distance + 1:
        # We're too close
        player.brain.nav.setXSpeed(-0.15)

    if (
        constants.ORBIT_BALL_DISTANCE > player.brain.ball.distance - 1
        and constants.ORBIT_BALL_DISTANCE < player.brain.ball.distance + 1
    ):
        # print "We're at a good distance"
        player.brain.nav.setXSpeed(0)

    if transitions.shouldFindBallKick(player) or transitions.shouldCancelOrbit(player):
        player.inKickingState = False
        return player.goLater("chase")

    if player.kick.h > 0:  # Orbiting clockwise
        if player.brain.ball.rel_y > 2:
            player.brain.nav.setHSpeed(0)
            # print "turn clockwise SLOWER"
        elif player.brain.ball.rel_y < 2:
            player.brain.nav.setHSpeed(-0.35)
            # print "turn clockwise FASTER"
        else:
            player.brain.nav.setHSpeed(-0.25)
            # print "turn clockwise NORMAL"
    else:  # Orbiting counter-clockwise
        if player.brain.ball.rel_y > 2:
            player.brain.nav.setHSpeed(0.35)
            # print "turn counterclockwise FASTER"
        elif player.brain.ball.rel_y < 2:
            player.brain.nav.setHSpeed(0)
            # print "turn counterclockwise SLOWER"
        else:
            player.brain.nav.setHSpeed(0.25)
            # print "turn clockwise NORMAL"

    return player.stay()
Beispiel #53
0
    def forwardProgress(self, kick):
        goalCenter = Location(nogginC.FIELD_WHITE_RIGHT_SIDELINE_X, nogginC.MIDFIELD_Y)
        ball = Location(self.brain.ball.x, self.brain.ball.y)
        kickDestination = Location(kick.destinationX, kick.destinationY)

        return goalCenter.distTo(ball) > goalCenter.distTo(kickDestination)