def input(self): controller_input = SimpleControllerState() theta = self.current_state.rot.yaw correction_vector = self.target_state.pos - self.current_state.pos facing_vector = Vec3(cos(theta), sin(theta), 0) car_to_target = (self.target_state.pos - self.current_state.pos).normalize() #Rotated to the car's reference frame on the ground. rel_correction_vector = Vec3((correction_vector.x*cos(theta)) + (correction_vector.y * sin(theta)), (-(correction_vector.x*sin(theta))) + (correction_vector.y * cos(theta)), 0) if self.can_reverse and facing_vector.dot(car_to_target) < - 0.5: correction_angle = atan2(rel_correction_vector.y, rel_correction_vector.x) controller_input.throttle = - 1.0 if abs(correction_angle) > 1.25: controller_input.handbrake = 1 controller_input.steer = cap_magnitude(-5*correction_angle, 1) else: correction_angle = atan2(rel_correction_vector.y, rel_correction_vector.x) controller_input.throttle = 1.0 if abs(correction_angle) > 1.25: controller_input.handbrake = 1 controller_input.steer = cap_magnitude(5*correction_angle, 1) return controller_input
def input(self): controller_input = SimpleControllerState() current_angle_vec = Vec3(cos(self.current_state.rot.yaw), sin(self.current_state.rot.yaw), 0) goal_angle_vec = Vec3(cos(self.goal_state.rot.yaw), sin(self.goal_state.rot.yaw), 0) vel_2d = Vec3(self.current_state.vel.x, self.current_state.vel.y, 0) if (self.current_state.pos - self.goal_state.pos).magnitude() > 400: #Turn towards target. Hold throttle until we're close enough to start stopping. controller_input = GroundTurn(self.current_state, self.goal_state).input() elif vel_2d.magnitude() < 50 and current_angle_vec.dot(goal_angle_vec) < 0: #If we're moving slowly, but not facing the right way, jump to turn in the air. #Decide which way to turn. Make sure we don't have wraparound issues. goal_x = goal_angle_vec.x goal_y = goal_angle_vec.y car_theta = self.current_state.rot.yaw #Rotated to the car's reference frame on the ground. rel_vector = Vec3((goal_x*cos(car_theta)) + (goal_y * sin(car_theta)), (-(goal_x*sin(car_theta))) + (goal_y * cos(car_theta)), 0) correction_angle = atan2(rel_vector.y, rel_vector.x) #Jump and turn to reach goal yaw. if self.current_state.wheel_contact: controller_input.jump = 1 else: controller_input.yaw = cap_magnitude(correction_angle, 1) elif self.current_state.vel.magnitude() > 400: #TODO: Proportional controller to stop in the right place controller_input.throttle = -1 else: #Wiggle to face ball #Check if the goal is ahead of or behind us, and throttle in that direction goal_angle = atan2((self.goal_state.pos - self.current_state.pos).y, (self.goal_state.pos - self.current_state.pos).x) if abs(angle_difference(goal_angle,self.current_state.rot.yaw)) > pi/2: correction_sign = -1 else: correction_sign = 1 controller_input.throttle = correction_sign #Correct as we wiggle so that we face goal_yaw. if angle_difference(self.goal_state.rot.yaw, self.current_state.rot.yaw) > 0: angle_sign = 1 else: angle_sign = -1 controller_input.steer = correction_sign*angle_sign return controller_input
def follow_arc(self, current_state): controller_input = SimpleControllerState() controller_input.steer = self.piece.direction try: center = self.center1 radius = self.radius1 except AttributeError: center = self.center radius = self.radius controller_input.throttle = 1 if (current_state.pos - center).magnitude() > radius: controller_input.throttle -= ( (current_state.pos - center).magnitude() - radius) / radius elif controller_input.steer > 0: controller_input.steer -= 2 * ( radius - (current_state.pos - center).magnitude()) / radius else: controller_input.steer += 2 * ( radius - (current_state.pos - center).magnitude()) / radius controller_input.steer = cap_magnitude(controller_input.steer) controller_input.throttle = cap_magnitude(controller_input.throttle) return controller_input
def input(self): ''' The final call to get the controller_input for the maneuver. ''' controller_input = SimpleControllerState() if self.current_state.wheel_contact: #Speed up on the ground, turn as needed, then jump if self.current_state.vel.magnitude() <= self.boost_threshold: #Boost if we're slower than boost_threshold. controller_input.boost = 1 #Accelerate if we're below accel_threshold elif self.current_state.vel.magnitude() <= self.accel_threshold: controller_input.throttle = 1 elif ( abs(self.current_state.rot.yaw - self.dodge_angle) < 0.2 ): #Once we turn partway, jump and turn the rest of the way if self.dodge_angle - self.current_state.rot.yaw > 0: controller_input = JumpTurn(self.current_state, 0, 1).input() else: controller_input = JumpTurn(self.current_state, 0, -1).input() else: #Once we're up to speed, and not turned enough, turn away from the dodge controller_input = QuickTurn(self.turn_direction, 1).input() elif self.current_state.double_jumped: #Once we dodge, rotate back around to land properly controller_input.yaw = cap_magnitude(self.movement_angle - self.current_state.rot.yaw, 1) elif not ( angles_are_close(self.current_state.rot.yaw, self.dodge_angle, 0.2) ): #Turn a bit more while in the air before dodging controller_input = JumpTurn(self.current_state, 0, self.turn_direction).input() elif self.current_state.pos.z > 50: #Once we're finally turned enough, dodge controller_input = AirDodge(self.dodge_direction, self.current_state.jumped_last_frame).input() controller_input.throttle = 1 return controller_input
def Cowculate(plan, game_info, ball_prediction, persistent): ''' The main control function for BAC, Cowculate() returns the final input. It takes a GameState object, a plan, and returns a controller_input object. Cowculate will be the framework of all decision making, and will be the highest level of abstraction. ''' controller_input = SimpleControllerState() current_state = game_info.me ############################################################################# if plan.layers[0] == "Boost": ''' Decide how to get the boost we want to go for. ''' #TODO: Optimize these, or phase them out for RLU or similar. wobble = Vec3(current_state.omega.x, current_state.omega.y, 0).magnitude() epsilon = 0.3 target_boost = None if type(plan.layers[1]) == int: target_boost = game_info.boosts[plan.layers[1]] elif plan.layers[1] == "Pads": #This will skip the target boost loop and follow the path pass if target_boost != None: angle_to_boost = atan2((target_boost.pos - current_state.pos).y, (target_boost.pos - current_state.pos).x) facing_boost = angles_are_close(angle_to_boost, current_state.rot.yaw, pi / 12) grounded_facing_boost = facing_boost and current_state.wheel_contact #Turn towards boostI controller_input = GroundTurn( current_state, current_state.copy_state(pos=target_boost.pos)).input() if 1000 < current_state.vel.magnitude( ) < 2250 and facing_boost and wobble < epsilon and ( current_state.pos - target_boost.pos ).magnitude() > 1000 and abs(current_state.omega.z) < epsilon: #If slow, not wobbling from a previous dodge, facing towards the boost, #and not already at the boost, dodge for speed controller_input = FrontDodge(current_state).input() elif current_state.vel.magnitude() < 2300 and ( grounded_facing_boost or current_state.rot.pitch < -pi / 12): controller_input.boost = 1 elif plan.path == None: #Copied the "go to net" code because I don't plan on really improving this for now. #This section will be greatly improved once I have ground recovery code in place. #TODO: Reocvery code into picking a path more intelligently. center_of_net = Vec3(0, -5120, 0) #Turn towards the center of our net controller_input = GroundTurn( current_state, current_state.copy_state(pos=center_of_net)).input() #Variables to check if we want to flip for speed. displacement_from_net = center_of_net - current_state.pos distance_to_net = displacement_from_net.magnitude() angle_to_net = atan2(displacement_from_net.y, displacement_from_net.x) facing_net = angles_are_close(angle_to_net, current_state.rot.yaw, pi / 12) speed = current_state.vel.magnitude() if distance_to_net > 1500 * ( (speed + 500) / 1410) and 1000 < speed < 2000 and facing_net: controller_input = FrontDodge(current_state).input() elif current_state.boost > 60 and facing_net and current_state.wheel_contact and speed < 2300: controller_input.boost = 1 #If we start to go up the wall on the way, turn back down. if current_state.wheel_contact: if current_state.rot.roll > 0.15: controller_input.steer = 1 elif current_state.rot.roll < -0.15: controller_input.steer = -1 else: controller_input = plan.path.input() ############################################################################# elif plan.layers[0] == "Goal": ''' Decide how to go to or wait in net ''' #Useful locations center_of_net = Vec3(0, -5120, 0) if game_info.ball.pos.x > 0: far_post = Vec3(-1150, -5120 + 300, 0) far_boost = game_info.boosts[3].pos else: far_post = Vec3(1150, -5120 + 300, 0) far_boost = game_info.boosts[4].pos if plan.layers[1] == "Go to net": #Turn towards the center of our net controller_input = GroundTurn( current_state, current_state.copy_state(pos=center_of_net)).input() #Variables to check if we want to flip for speed. displacement_from_net = center_of_net - current_state.pos distance_to_net = displacement_from_net.magnitude() angle_to_net = atan2(displacement_from_net.y, displacement_from_net.x) facing_net = angles_are_close(angle_to_net, current_state.rot.yaw, pi / 12) speed = current_state.vel.magnitude() if distance_to_net > 1500 and 1000 < speed < 2000 and facing_net: controller_input = FrontDodge(current_state).input() elif current_state.boost > 60 and facing_net and current_state.wheel_contact and speed < 2300: controller_input.boost = 1 #If we start to go up the wall on the way, turn back down. if current_state.wheel_contact: if current_state.rot.roll > 0.15: controller_input.steer = 1 elif current_state.rot.roll < -0.15: controller_input.steer = -1 elif plan.layers[1] == "Wait in net": if plan.layers[2] == "Prep for Aerial": controller_input = SimpleControllerState() else: ball_angle = atan2((game_info.ball.pos - current_state.pos).y, (game_info.ball.pos - current_state.pos).x) #Go to net, stop in the middle, then turn in place to face the ball. #TODO: Improve NavigateTo or replace completely rot = Orientation(pyr=[ current_state.rot.pitch, ball_angle, current_state.rot.roll ]) target_state = current_state.copy_state(pos=center_of_net, rot=rot) controller_input = NavigateTo(current_state, target_state).input() ############################################################################# elif plan.layers[0] == "Ball": ''' Calculate how to go for the ball as decided in planning. ''' if plan.layers[1] == "Challenge": #TODO: Intelligent challenges. if current_state.wheel_contact: #If still on ground, jump controller_input.jump = 1 else: #Once we've jumped, dodge towards the ball controller_input = AirDodge( car_coordinates_2d(current_state, game_info.ball.pos - current_state.pos), current_state.jumped_last_frame).input() ''' elif plan.layers[1] == "Save" and plan.layers[2] == "Backwards": controller_input = GroundTurn(current_state, current_state.copy_state(pos = game_info.ball.pos), can_reverse = True).input() ''' elif plan.layers[2] == "Aerial": controller_input, persistent = aerial(game_info.dt, game_info.team_sign, persistent) else: #TODO: Replace all of this with shooting/clearing/better code. #Need pathing to get to a reasonable spot, and intelligent dodges to place the ball properly. for i in range(100): #Adjust for Ball/Car radii ball_vel = ball_prediction.slices[i].vel try: #Evil magic numbers. TODO: Actual timing and arrival prediction. target_pos = ball_prediction.slices[ i].pos + ball_vel.normalize().scalar_multiply(150) except ZeroDivisionError: target_pos = ball_prediction.slices[i].pos car_target_vector = target_pos - current_state.pos turn_angle = abs( current_state.rot.yaw - atan2(car_target_vector.y, car_target_vector.x)) time_estimate = linear_time_to_reach( game_info, target_pos) - (ball_vel.magnitude() / 50) * (turn_angle) if ball_prediction.slices[i].time < time_estimate + 1 / 30: break if plan.layers[1] == "Shot": #If the opponent isn't close to the ball, reposition to shoot towards net #Find the center of the opponent's net center_of_net = Vec3(0, 5120, game_info.ball.pos.z) #If the ball is left, go right, and vice versa. if game_info.ball.pos.x > 0: shooting_correction = ( 60 * (5120 - abs(game_info.ball.pos.y))) / ( (game_info.ball.pos - center_of_net).magnitude()) else: shooting_correction = -( 60 * (5120 - abs(game_info.ball.pos.y))) / ( (game_info.ball.pos - center_of_net).magnitude()) target_pos = Vec3(target_pos.x + shooting_correction, target_pos.y, target_pos.z) #Make sure we don't try to go to a point outside the map target_pos = Vec3(cap_magnitude(target_pos.x, 4096), cap_magnitude(target_pos.y, 5120), target_pos.z) #Turn towards the target controller_input = GroundTurn( current_state, current_state.copy_state(pos=target_pos)).input() #If we're not supersonic, and we're facing roughly towards the ball, boost. ball_angle = atan2((game_info.ball.pos - current_state.pos).y, (game_info.ball.pos - current_state.pos).x) if current_state.vel.magnitude( ) < 2250 and current_state.wheel_contact and angles_are_close( current_state.rot.yaw, ball_angle, pi / 4): controller_input.boost = 1 ############################################################################# elif plan.layers[0] == "Recover": if plan.layers[1] == "Air": #If we're in the air, and not trying to hit the ball, recover. controller_input, persistent = aerial_rotation( game_info.dt, persistent) elif plan.layers[1] == "Ground": controller_input = GroundTurn( current_state, current_state.copy_state(pos=Vec3(0, -5120, 0))).input() #TODO: Work on have_steering_control, powersliding, etc. return controller_input, persistent