Ejemplo n.º 1
0
    def run(self, agent: VirxERLU):
        if self.start_time == -1:
            self.start_time = agent.time
        T = agent.time - self.start_time

        agent.controller.boost = True
        agent.controller.throttle = 1
        agent.controller.roll = -1

        if T > 1.295 and not agent.me.airborne:
            agent.pop()
            return

        if T < .11:
            agent.controller.steer = 1
            agent.controller.yaw = 1

        if T >= .1 and not self.have_jumped:
            agent.controller.jump = True
            self.have_jumped = True

        if T > .175 and not self.have_flipped:
            agent.controller.jump = True
            agent.controller.pitch = -1
            self.have_flipped = True

        if .195 < T < .845:
            agent.controller.pitch = 1

        if .795 < T < 1.295:
            agent.controller.yaw = -1
Ejemplo n.º 2
0
def send_comm(agent: VirxERLU, msg):
    message = {"index": agent.index, "team": agent.team}
    msg.update(message)
    try:
        agent.matchcomms.outgoing_broadcast.put_nowait({"VirxERLU": msg})
    except Full:
        agent.print("Outgoing broadcast is full; couldn't send message")
Ejemplo n.º 3
0
def valid_ceiling_shot(agent: VirxERLU, cap_=5):
    struct = agent.ball_prediction_struct

    if struct is None:
        return

    end_slice = math.ceil(cap_ * 60)
    slices = struct.slices[30:end_slice:2]

    if agent.me.location.x * side(agent.team) > 0:
        quadrilateral = (round(agent.foe_goal.right_post.flatten()),
                         round(agent.foe_goal.left_post.flatten()))
    else:
        quadrilateral = (round(agent.foe_goal.left_post.flatten()),
                         round(agent.foe_goal.right_post.flatten()))

    quadrilateral += (
        Vector(0, 640),
        Vector(round(agent.me.location.x - (200 * sign(agent.me.location.x))),
               round(agent.me.location.y - (200 * side(agent.team)))),
    )

    agent.polyline(quadrilateral + (quadrilateral[0], ),
                   agent.renderer.team_color(alt_color=True))

    for ball_slice in slices:
        intercept_time = ball_slice.game_seconds
        time_remaining = intercept_time - agent.time

        if time_remaining <= 0:
            return

        ball_location = Vector(ball_slice.physics.location.x,
                               ball_slice.physics.location.y,
                               ball_slice.physics.location.z)

        if ball_location.z < 642:
            continue

        if not point_inside_quadrilateral_2d(round(ball_location.flatten()),
                                             quadrilateral):
            continue

        return ball_location
Ejemplo n.º 4
0
 def run(self, agent: VirxERLU):
     if self.stage == 0:
         agent.controller.boost = True
         if agent.me.boost > self.old_boost:
             self.stage = 1
         else:
             self.old_boost = agent.me.boost
     elif self.stage == 1:
         angles = defaultPD(
             agent,
             agent.me.local_location(Vector(110 *
                                            sign(agent.me.location.x))))
         if abs(angles[1]) < 0.1:
             self.stage = 2
     elif self.stage == 2:
         agent.push(speed_flip())
         self.stage = 3
     elif self.stage == 3:
         # TODO do a second flip is the opponent is speedflipping as well
         if False:
             agent.push(
                 flip(
                     agent.me.local_location(
                         Vector(120 * sign(agent.me.location.x)))))
         self.stage = 4
     elif self.stage == 4:
         agent.pop()
Ejemplo n.º 5
0
def defaultThrottle(agent: VirxERLU,
                    target_speed,
                    target_angles=None,
                    local_target=None):
    # accelerates the car to a desired speed using throttle and boost
    car_speed = agent.me.forward.dot(agent.me.velocity)

    if agent.me.airborne:
        return car_speed

    if target_angles is not None and local_target is not None:
        turn_rad = turn_radius(abs(car_speed))
        agent.controller.handbrake = not agent.me.airborne and agent.me.velocity.magnitude(
        ) > 600 and (is_inside_turn_radius(turn_rad, local_target,
                                           sign(agent.controller.steer))
                     if abs(local_target.y) < turn_rad or car_speed > 1410 else
                     abs(local_target.x) < turn_rad)

    angle_to_target = abs(target_angles[1])

    if target_speed < 0:
        angle_to_target = math.pi - angle_to_target

    if agent.controller.handbrake:
        if angle_to_target > 2.6:
            agent.controller.steer = sign(agent.controller.steer)
            agent.controller.handbrake = False
        else:
            agent.controller.steer = agent.controller.yaw

    # Thanks to Chip's RLU speed controller for this
    # https://github.com/samuelpmish/RLUtilities/blob/develop/src/mechanics/drive.cc#L182
    # I had to make a few changes because it didn't play very nice with driving backwards

    t = target_speed - car_speed
    acceleration = t / REACTION_TIME
    if car_speed < 0:
        acceleration *= -1  # if we're going backwards, flip it so it thinks we're driving forwards

    brake_coast_transition = BRAKE_COAST_TRANSITION
    coasting_throttle_transition = COASTING_THROTTLE_TRANSITION
    throttle_accel = throttle_acceleration(car_speed)
    throttle_boost_transition = 1 * throttle_accel + 0.5 * agent.boost_accel

    if agent.me.up.z < 0.7:
        brake_coast_transition = coasting_throttle_transition = MIN_WALL_SPEED

    # apply brakes when the desired acceleration is negative and large enough
    if acceleration <= brake_coast_transition:
        agent.controller.throttle = -1

    # let the car coast when the acceleration is negative and small
    elif brake_coast_transition < acceleration and acceleration < coasting_throttle_transition:
        pass

    # for small positive accelerations, use throttle only
    elif coasting_throttle_transition <= acceleration and acceleration <= throttle_boost_transition:
        agent.controller.throttle = 1 if throttle_accel == 0 else cap(
            acceleration / throttle_accel, 0.02, 1)

    # if the desired acceleration is big enough, use boost
    elif throttle_boost_transition < acceleration:
        agent.controller.throttle = 1
        if not agent.controller.handbrake:
            if t > 0 and angle_to_target < 1:
                agent.controller.boost = True  # don't boost when we need to lose speed, we we're using handbrake, or when we aren't facing the target

            if agent.cheating and agent.odd_tick == 0 and angle_to_target < 0.5:
                velocity = agent.me.velocity.flatten()
                if velocity.magnitude() > 100:
                    if sign(target_speed) != sign(car_speed):
                        velocity *= -1
                    new_velocity = velocity.scale(abs(target_speed))
                    cars = {
                        agent.index:
                        CarState(
                            Physics(velocity=Vector3(new_velocity.x,
                                                     new_velocity.y)))
                    }
                    agent.set_game_state(GameState(cars=cars))

    if car_speed < 0:
        agent.controller.throttle *= -1  # earlier we flipped the sign of the acceleration, so we have to flip the sign of the throttle for it to be correct

    return car_speed