class ShadowDefense(Maneuver): DURATION = 0.5 def __init__(self, car: Car, info: GameInfo, face_target: vec3, distance_from_target: float): super().__init__(car) self.info = info self.face_target = face_target dist = min(distance_from_target, ground_distance(face_target, self.info.my_goal.center) - 50) target_pos = ground(face_target) + ground_direction(face_target, self.info.my_goal.center) * dist near_goal = ground_distance(car, info.my_goal.center) < 3000 side_shift = 400 if near_goal else 2000 points = [target_pos + vec3(side_shift, 0, 0), target_pos - vec3(side_shift, 0, 0)] target_pos = nearest_point(face_target, points) if near_goal else farthest_point(face_target, points) target_pos = Arena.clamp(target_pos, 500) self.travel = Travel(car, target_pos) self.travel.finish_distance = 800 if near_goal else 1500 self.drive = Drive(car) self.drive.target_speed = 1000 self.stop = Stop(car) self.start_time = car.time def interruptible(self) -> bool: return self.travel.interruptible() def step(self, dt): self.travel.step(dt) self.controls = self.travel.controls if ground_distance(self.car, self.travel.target) < 3000: self.controls.boost = False if self.travel.finished: if angle_to(self.car, self.face_target) > 0.3: self.drive.target_pos = self.face_target self.drive.step(dt) self.controls = self.drive.controls self.controls.handbrake = False else: self.stop.step(dt) self.controls = self.stop.controls self.controls.boost = False self.finished = self.travel.driving and self.car.time > self.start_time + self.DURATION def render(self, draw: DrawingTool): self.travel.render(draw)
class ShadowDefense(Maneuver): def __init__(self, car: Car, info: GameInfo, target: vec3, distance_from_target: float): super().__init__(car) self.info = info self.target = target ball = info.ball dist = min(distance_from_target, ground_distance(target, self.info.my_goal.center) - 50) target_pos = ground(target) + ground_direction(target, self.info.my_goal.center) * dist side_shift = distance_from_target / 4 if ground_distance(car, info.my_goal.center) > 2500 else 400 points = [target_pos + vec3(side_shift, 0, 0), target_pos - vec3(side_shift, 0, 0)] target_pos = nearest_point(car.pos, points) self.target = Arena.clamp(target_pos, 700) self.travel = Travel(car, self.target) self.drive = Drive(car) self.start_time = car.time self.wait = Stop(car) def step(self, dt): ball = self.info.ball if ( distance(self.car, ball) < 1000 and align(self.car.pos, ball, self.info.my_goal.center) > 0.2 ): shift = normalize(cross(direction(ball, self.car), vec3(0, 0, 1))) * 1000 self.travel.target = nearest_point(self.car.pos, [ball.pos + shift, ball.pos - shift]) else: self.travel.target = self.target self.travel.step(dt) self.controls = self.travel.controls if self.travel.finished: if angle_to(self.car, self.target) > 0.2 and norm(self.car.vel) < 600: self.drive.target_pos = self.target self.drive.step(dt) self.drive.target_speed = 500 self.drive.controls.handbrake = False self.controls = self.drive.controls else: self.wait.step(dt) self.controls = self.wait.controls self.finished = self.travel._driving and self.car.time > self.start_time + 0.5 def render(self, draw: DrawingTool): self.travel.render(draw)
class ShadowDefense(Maneuver): def __init__(self, car: Car, info: GameInfo, face_target: vec3, distance_from_target: float): super().__init__(car) self.info = info self.face_target = face_target dist = min(distance_from_target, ground_distance(face_target, self.info.my_goal.center) - 50) target_pos = ground(face_target) + ground_direction( face_target, self.info.my_goal.center) * dist near_goal = ground_distance(car, info.my_goal.center) < 3000 side_shift = 400 if near_goal else 2000 points = [ target_pos + vec3(side_shift, 0, 0), target_pos - vec3(side_shift, 0, 0) ] target_pos = nearest_point(face_target, points) if near_goal else furthest_point( face_target, points) self.target = Arena.clamp(target_pos, 500) self.travel = Travel(car, self.target) self.travel.finish_distance = 800 if near_goal else 1500 self.drive = Drive(car) self.start_time = car.time self.wait = Stop(car) def step(self, dt): ball = self.info.ball # if ( # distance(self.car, ball) < 1000 # and align(self.car.position, ball, self.info.my_goal.center) > 0.2 # ): # shift = normalize(cross(direction(ball, self.car), vec3(0, 0, 1))) * 1000 # self.travel.target = nearest_point(self.car.position, [ball.position + shift, ball.position - shift]) # else: # self.travel.target = self.target self.travel.step(dt) self.controls = self.travel.controls if ground_distance(self.car, self.travel.target) < 3000: self.controls.boost = False if self.travel.finished: if angle_to(self.car, self.face_target) > 0.3: self.drive.target_pos = self.face_target self.drive.step(dt) self.drive.target_speed = 700 self.drive.controls.handbrake = False self.controls = self.drive.controls else: self.wait.step(dt) self.controls = self.wait.controls self.finished = self.travel.driving and self.car.time > self.start_time + 0.5 def render(self, draw: DrawingTool): self.travel.render(draw)
class GeneralDefense(Maneuver): """ First, attempt to rotate on the far side, and when far away enough from the target (usually the ball), turn around to face it. If already far enough and facing the target, just stop and wait. Also try to pickup boost pads along the way. This state expires after a short amount of time, so we can look if there's something better to do. If not, it can be simply instantiated again. """ DURATION = 0.5 BOOST_LOOK_RADIUS = 1200 BOOST_LOOK_ANGLE = 0.5 def __init__(self, car: Car, info: GameInfo, face_target: vec3, distance_from_target: float): super().__init__(car) self.info = info self.face_target = face_target dist = min(distance_from_target, ground_distance(face_target, self.info.my_goal.center) - 50) target_pos = ground(face_target) + ground_direction( face_target, self.info.my_goal.center) * dist near_goal = ground_distance(car, info.my_goal.center) < 3000 side_shift = 400 if near_goal else 2500 points = [ target_pos + vec3(side_shift, 0, 0), target_pos - vec3(side_shift, 0, 0) ] target_pos = nearest_point(face_target, points) if near_goal else farthest_point( face_target, points) target_pos = Arena.clamp(target_pos, 500) self.travel = Travel(car, target_pos) self.travel.finish_distance = 800 if near_goal else 1500 self.drive = Drive(car) self.stop = Stop(car) self.start_time = car.time self.pad = None def interruptible(self) -> bool: return self.travel.interruptible() def step(self, dt): # update finished state even if we are not using the controls self.travel.step(dt) if self.travel.finished: # turn around to face the target direction if angle_to(self.car, self.face_target) > 0.3: self.drive.target_pos = self.face_target self.drive.target_speed = 1000 self.drive.step(dt) self.controls = self.drive.controls self.controls.handbrake = False else: self.stop.step(dt) self.controls = self.stop.controls else: self.pad = None # collect boost pads on the way (greedy algorithm, assumes first found is best) if self.car.boost < 90 and self.travel.interruptible(): to_target = ground_direction(self.car, self.travel.target) for pad in self.info.large_boost_pads + self.info.small_boost_pads: to_pad = ground_direction(self.car, pad) if (pad.is_active and distance(self.car, pad) < self.BOOST_LOOK_RADIUS and angle_between(to_target, to_pad) < self.BOOST_LOOK_ANGLE): self.pad = pad self.drive.target_pos = pad.position self.drive.target_speed = 2200 self.drive.step(dt) self.controls = self.drive.controls break # go to the actual target if self.pad is None: self.controls = self.travel.controls # don't waste boost during downtime self.controls.boost = False self.finished = self.travel.driving and self.car.time > self.start_time + self.DURATION def render(self, draw: DrawingTool): self.travel.render(draw) # render target pad if self.pad: draw.color(draw.blue) draw.circle(self.pad.position, 50)