Example #1
0
    def step(self, dt):
        car = self.car
        target = ground(self.target)

        car_speed = norm(car.velocity)
        time_left = (ground_distance(car, target) -
                     self.finish_distance) / max(car_speed + 500, 1400)
        forward_speed = dot(car.forward(), car.velocity)

        if self.driving and car.on_ground:
            self.action.target_pos = target
            self._time_on_ground += dt

            # check if it's a good idea to dodge, wavedash or halfflip
            if (self._time_on_ground > 0.2 and car.position[2] < 200
                    and angle_to(car, target, forward_speed < 0) < 0.1):
                # if going forward, use a dodge or a wavedash
                if forward_speed > 0:
                    use_boost_instead = self.waste_boost and car.boost > 20

                    if car_speed > 1200 and not use_boost_instead:
                        if time_left > self.DODGE_DURATION:
                            dodge = Dodge(car)
                            dodge.duration = 0.05
                            dodge.direction = vec2(direction(car, target))
                            self.action = dodge
                            self.driving = False

                        elif time_left > self.WAVEDASH_DURATION:
                            wavedash = Wavedash(car)
                            wavedash.direction = vec2(direction(car, target))
                            self.action = wavedash
                            self.driving = False

                # if going backwards, use a halfflip
                elif time_left > self.HALFFLIP_DURATION and car_speed > 800:
                    self.action = HalfFlip(car, self.waste_boost
                                           and time_left > 3)
                    self.driving = False

        self.action.step(dt)
        self.controls = self.action.controls

        # make sure we're not boosting airborne
        if self.driving and not car.on_ground:
            self.controls.boost = False

        # make sure we're not stuck turtling
        if not car.on_ground:
            self.controls.throttle = 1

        if self.action.finished and not self.driving:
            self.driving = True
            self._time_on_ground = 0
            self.action = self.drive
            self.drive.backwards = False

        if ground_distance(car,
                           target) < self.finish_distance and self.driving:
            self.finished = True
Example #2
0
    def step(self, dt):
        if self.aerialing:
            self.aerial.target_orientation = look_at(
                direction(self.car, self.target), vec3(0, 0, -1))
            self.aerial.step(dt)
            self.controls = self.aerial.controls
            self.finished = self.aerial.finished

        else:
            super().step(dt)

            # simulate aerial from current state
            simulated_car = self.simulate_flight(self.car)

            # if the car ended up too far, we're too fast and we need to slow down
            if ground_distance(self.car,
                               self.aerial.target) + 100 < ground_distance(
                                   self.car, simulated_car):
                # self.controls.throttle = -1
                pass

            # if it ended up near the target, we could take off
            elif distance(simulated_car,
                          self.aerial.target) < self.MAX_DISTANCE_ERROR:
                if angle_to(self.car, self.aerial.target) < 0.1 or norm(
                        self.car.velocity) < 1000:

                    if self.DELAY_TAKEOFF:
                        # extrapolate current state a small amount of time
                        future_car = Car(self.car)
                        time = 0.2
                        future_car.time += time
                        displacement = future_car.velocity * time if norm(future_car.velocity) > 500\
                            else normalize(future_car.velocity) * 500 * time
                        future_car.position += displacement

                        # simulate aerial fot the extrapolated car again
                        future_simulated_car = self.simulate_flight(
                            future_car, write_to_flight_path=False)

                        # if the aerial is also successful, that means we should continue driving instead of taking off
                        # this makes sure that we go for the most late possible aerials, which are the most effective
                        if distance(
                                future_simulated_car,
                                self.aerial.target) > self.MAX_DISTANCE_ERROR:
                            self.aerialing = True
                        else:
                            self.too_early = True
                    else:
                        self.aerialing = True

            else:
                # self.controls.boost = True
                self.controls.throttle = 1
Example #3
0
    def step(self, dt):
        target = self.target
        car = self.car

        if self.target_direction is not None:
            car_speed = norm(car.velocity)
            target_direction = normalize(self.target_direction)

            # in order to arrive in a direction, we need to shift the target in the opposite direction
            # the magnitude of the shift is based on how far are we from the target
            shift = clamp(
                ground_distance(car.position, target) * self.lerp_t, 0,
                car_speed * 1.5)

            # if we're too close to the target, aim for the actual target so we don't miss it
            if shift - self.additional_shift < turn_radius(
                    clamp(car_speed, 1400, 2000) * 1.1):
                shift = 0
            else:
                shift += self.additional_shift

            shifted_target = target - target_direction * shift

            time_shift = ground_distance(shifted_target, target) * 0.7 / clamp(
                car_speed, 500, 2300)
            shifted_arrival_time = self.arrival_time - time_shift

        else:
            shifted_target = target
            shifted_arrival_time = self.arrival_time

        self.drive.target_pos = shifted_target
        self.travel.target = shifted_target

        dist_to_target = ground_distance(car.position, shifted_target)
        time_left = nonzero(shifted_arrival_time - car.time)
        target_speed = clamp(dist_to_target / time_left, 0, 2300)
        self.drive.target_speed = target_speed
        self.drive.backwards = self.backwards

        if ((self.allow_dodges_and_wavedashes
             and norm(car.velocity) < target_speed - 600 and car.boost < 20
             and not self.backwards)
                or not self.travel.driving  # a dodge/wavedash is in progress
            ):
            self.action = self.travel
        else:
            self.action = self.drive

        self.action.step(dt)
        self.controls = self.action.controls

        self.finished = self.car.time >= self.arrival_time
Example #4
0
 def step(self, dt):
     if not self.flicking:
         self.carry.step(dt)
         self.controls = self.carry.controls
         self.finished = self.carry.finished
         car = self.car
         ball = self.info.ball
         
         # check if it's a good idea to flick
         dir_to_target = ground_direction(car, self.target)
         if (
             distance(car, ball) < 150
             and ground_distance(car, ball) < 80
             and dot(car.forward(), dir_to_target) > 0.7
             and norm(car.velocity) > distance(car, self.target) / 3
             and norm(car.velocity) > 1300
             and dot(dir_to_target, ground_direction(car, ball)) > 0.9
         ):
             self.flicking = True
         
         # flick if opponent is close
         for opponent in self.info.get_opponents(car):
             if (
                 distance(opponent.position + opponent.velocity, car) < max(300.0, norm(opponent.velocity))
                 and dot(opponent.velocity, direction(opponent, self.info.ball)) > 0.5
             ):
                 if distance(car.position, self.info.ball.position) < 200:
                     self.flicking = True
                 else:
                     self.finished = True
     else:
         self.flick.step(dt)
         self.controls = self.flick.controls
         self.finished = self.flick.finished
Example #5
0
    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
Example #6
0
    def any_shot(self, car: Car, target: vec3,
                 intercept: Intercept) -> Maneuver:
        ball = intercept.ball

        if (self.allow_dribbles
                and (100 < ball.position[2] or abs(ball.velocity[2]) > 300)
                and abs(ball.velocity[2]) < 1500
                and ground_distance(car, ball) < 1500
                and ground_distance(ball, self.info.my_goal.center) > 1000):
            is_opponent_close = False
            for opponent in self.info.get_opponents(car):
                if ground_distance(opponent,
                                   car) < ball.position[2] * 2 + 1000:
                    is_opponent_close = True
                    break
            if not is_opponent_close:
                return Dribble(car, self.info, target)

        if align(car.position, ball,
                 target) < 0.1 and abs(ball.position[1] - target[1]) > 3000:
            return MirrorShot(car, self.info, target)

        return self.direct_shot(car, target)
    def set_kickoff_maneuvers(self, drones: List[Drone]):
        nearest_drone = min(drones, key=lambda drone: ground_distance(drone.car, self.info.ball))
        nearest_drone.maneuver = KickoffStrategy.choose_kickoff(self.info, nearest_drone.car)
        self.drone_going_for_ball = nearest_drone

        self.boost_reservations.clear()
        corner_drones = [drone for drone in drones if abs(drone.car.position[0]) > 2000]
        if len(corner_drones) > 1:
            other_corner_drone = next(drone for drone in corner_drones if drone is not nearest_drone)
            nearest_pad = min(self.info.large_boost_pads, key=lambda pad: distance(other_corner_drone.car, pad))
            other_corner_drone.maneuver = HalfFlipPickup(other_corner_drone.car, nearest_pad)
            self.boost_reservations[other_corner_drone] = nearest_pad

        for drone in drones:
            if drone is not nearest_drone and drone not in corner_drones:
                reserved_pads = {self.boost_reservations[d] for d in self.boost_reservations}
                drone.maneuver = Refuel(drone.car, self.info, self.info.my_goal.center, forbidden_pads=reserved_pads)
                self.boost_reservations[drone] = drone.maneuver.pad
Example #8
0
    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
Example #9
0
    def direct_shot(self, car: Car, target: vec3) -> Maneuver:
        dodge_shot = DodgeShot(car, self.info, target)
        ground_shot = GroundShot(car, self.info, target)

        if car.boost > 40:
            aerial_strike = AerialStrike(car, self.info, target)
            fast_aerial = FastAerialStrike(car, self.info, target)

            if min(aerial_strike.intercept.time,
                   fast_aerial.intercept.time) < dodge_shot.intercept.time:
                return min([aerial_strike, fast_aerial],
                           key=lambda strike: strike.intercept.time)

        if (dodge_shot.intercept.time < ground_shot.intercept.time - 0.1
                or ground_distance(dodge_shot.intercept, target) < 4000
                or distance(ground_shot.intercept.ball.velocity,
                            car.velocity) < 500):
            if (distance(dodge_shot.intercept.ground_pos, target) < 4000
                    and abs(dodge_shot.intercept.ground_pos[0]) < 3000):
                return CloseShot(car, self.info, target)
            return dodge_shot
        return ground_shot
Example #10
0
    def step(self, dt):
        ball = Ball(self.ball)
        car = self.car

        # simulate ball until it gets near the floor
        while (ball.position[2] > 120
               or ball.velocity[2] > 0) and ball.time < car.time + 10:
            ball.step(1 / 60)

        ball_local = local(car, ground(ball.position))
        target = local(car, self.target)

        shift = ground(direction(ball_local, target))
        shift[1] *= 1.8
        shift = normalize(shift)

        max_turn = clamp(norm(car.velocity) / 800, 0, 1)
        max_shift = normalize(vec3(1 - max_turn, max_turn * sign(shift[1]), 0))

        if abs(shift[1]) > abs(max_shift[1]) or shift[0] < 0:
            shift = max_shift
        shift *= clamp(car.boost, 30, 50)

        shift[1] *= clamp(norm(car.velocity) / 1000, 1, 2)

        self._shift_direction = normalize(world(car, shift) - car.position)

        target = world(car, ball_local - shift)
        speed = distance(car.position, target) / max(0.001,
                                                     ball.time - car.time)

        self.drive.target_speed = speed
        self.drive.target_pos = target

        self.drive.step(dt)
        self.controls = self.drive.controls
        self.finished = self.ball.position[2] < 100 or ground_distance(
            self.ball, self.car) > 2000
    def set_maneuvers(self, drones: List[Drone]):
        info = self.info
        their_goal = ground(info.their_goal.center)
        our_goal = ground(info.my_goal.center)

        if self.drone_going_for_ball is not None and self.drone_going_for_ball.maneuver is None:
            self.drone_going_for_ball = None

        if self.defending_drone is not None and self.defending_drone.maneuver is None:
            self.defending_drone = None

        # recovery
        for drone in drones:
            if drone.maneuver is None and not drone.car.on_ground:
                drone.maneuver = Recovery(drone.car)

        # decide which drone is gonna commit
        if self.drone_going_for_ball is None:
            ready_drones = [drone for drone in drones if not drone.car.demolished
                            and (drone.maneuver is None or drone.maneuver.interruptible())]
            if not ready_drones:
                return

            info.predict_ball()
            our_intercepts = [Intercept(drone.car, info.ball_predictions) for drone in ready_drones]
            good_intercepts = [i for i in our_intercepts if align(i.car.position, i.ball, their_goal) > 0.0]

            if good_intercepts:
                best_intercept = min(good_intercepts, key=lambda intercept: intercept.time)
            else:
                best_intercept = min(our_intercepts, key=lambda i: ground_distance(i.car, our_goal))

            # find out which drone does the intercept belong to
            self.drone_going_for_ball = next(drone for drone in ready_drones if drone.car == best_intercept.car)

            # if not completely out of position, go for a shot
            if (
                align(best_intercept.car.position, best_intercept.ball, their_goal) > -0.3
                or ground_distance(best_intercept, our_goal) > 6000
            ):
                strike = self.offense.any_shot(best_intercept.car, their_goal, best_intercept)

            else:  # otherwise try to clear
                strike = ClearIntoCorner(best_intercept.car, info)

            self.drone_going_for_ball.maneuver = strike

        # clear expired boost reservations
        for drone in drones:
            if not isinstance(drone.maneuver, Refuel) and drone in self.boost_reservations:
                del self.boost_reservations[drone]

        # drones that need boost go for boost
        for drone in drones:
            if drone.maneuver is None:
                if drone.car.boost < 40:
                    reserved_pads = {self.boost_reservations[drone] for drone in self.boost_reservations}
                    drone.maneuver = Refuel(drone.car, info, info.ball.position, forbidden_pads=reserved_pads)
                    self.boost_reservations[drone] = drone.maneuver.pad  # reserve chosen boost pad

        # pick one drone that will stay far back
        unemployed_drones = [drone for drone in drones if drone.maneuver is None]
        if unemployed_drones:
            self.defending_drone = min(unemployed_drones, key=lambda d: ground_distance(d.car, info.my_goal.center))

        for drone in unemployed_drones:
            shadow_distance = 7000 if drone is self.defending_drone else 3000
            drone.maneuver = ShadowDefense(self.defending_drone.car, info, info.ball.position, shadow_distance)
Example #12
0
    def step(self, dt):
        target = self.target_pos

        # don't try driving outside the arena
        target = Arena.clamp(target, 100)

        # smoothly escape goal
        if abs(self.car.position[1]) > Arena.size[1] - 50:
            target = Arena.clamp(target, 200)
            target[0] = abs_clamp(target[0], 700)

        if not self.drive_on_walls:
            if self.car.position[2] > 100:
                target = ground(self.car)

        local_target = local(self.car, target)

        if self.backwards:
            local_target[0] *= -1
            local_target[1] *= -1

        # steering
        phi = math.atan2(local_target[1], local_target[0])
        self.controls.steer = clamp11(2.5 * phi)

        # powersliding
        if abs(phi) > 1.5 and self.car.position[2] < 200 and ground_distance(
                self.car, target) < 2500:
            self.controls.handbrake = 1
        else:
            self.controls.handbrake = 0

        # forward velocity
        vf = dot(self.car.velocity, self.car.forward())
        if self.backwards:
            vf *= -1

        # speed controller
        if vf < self.target_speed:
            self.controls.throttle = 1.0
            if self.target_speed > 1400 and vf < 2250 and self.target_speed - vf > 50:
                self.controls.boost = 1
            else:
                self.controls.boost = 0
        else:
            if (vf - self.target_speed) > 400:  # 75
                self.controls.throttle = -1.0
            else:
                if self.car.up()[2] > 0.85:
                    self.controls.throttle = 0.0
                else:
                    self.controls.throttle = 0.01
            self.controls.boost = 0

        # backwards driving
        if self.backwards:
            self.controls.throttle *= -1
            self.controls.steer *= -1
            self.controls.boost = 0
            self.controls.handbrake = 0

        # don't boost if not facing target
        if abs(phi) > 0.3 and vf > 600:
            self.controls.boost = 0

        # finish when close
        if distance(self.car, self.target_pos) < 100:
            self.finished = True
Example #13
0
    def choose_maneuver(self, car: Car):
        info = self.info
        offense = self.offense
        ball = info.ball

        teammates = info.get_teammates(car)
        opponents = info.get_opponents(car)

        their_goal = ground(info.their_goal.center)
        my_goal = ground(info.my_goal.center)

        my_hit = Intercept(car, info.ball_predictions)
        their_best_hit = self.best_intercept(opponents)
        opponent = their_best_hit.car

        # recovery
        if not car.on_ground:
            return Recovery(car)

        # kickoff
        should_go = all(
            distance(mate, ball) > distance(car, ball) for mate in teammates)
        if should_go and ball.position[0] == 0 and ball.position[1] == 0:
            return KickoffStrategy.choose_kickoff(info, car)

        # don't save our own shots
        if info.about_to_score:
            if info.time_of_goal < their_best_hit.time - 2:
                return Stop(car)

        # save
        if info.about_to_be_scored_on:

            if align(car.position, my_hit.ball, their_goal) > 0.0:

                return offense.direct_shot(car, their_goal)

            return ClearIntoCorner(car, info)

        # fallback
        if align(car.position, my_hit.ball, my_goal) > 0.2:
            if (ground_distance(my_hit, my_goal) < 4000
                    and abs(car.position[1]) < abs(my_hit.position[1])):
                return ClearIntoCorner(car, info)
            return ShadowDefense(car, info, my_hit.ground_pos, 6000)

        # clear
        if (ground_distance(my_hit, my_goal) < 3500
                and abs(my_hit.position[0]) < 3000
                and ground_distance(car, my_goal) < 2500):
            if align(car.position, my_hit.ball, their_goal) > 0:
                return offense.direct_shot(car, their_goal)
            return ClearIntoCorner(car, info)

        if distance(their_best_hit, their_goal) < distance(
                their_best_hit, my_goal):
            opponents_align = -align(opponent.position, their_best_hit.ball,
                                     their_goal)
        else:
            opponents_align = align(opponent.position, their_best_hit.ball,
                                    my_goal)

        # 1v1
        if not teammates:

            # I can get to ball faster than them
            if my_hit.time < their_best_hit.time - 0.8:
                strike = offense.any_shot(car, their_goal, my_hit)

                if not isinstance(strike, Strike):
                    return strike

                if strike.intercept.time < their_best_hit.time - 0.8 \
                and (not info.about_to_score or strike.intercept.time < info.time_of_goal - 1):

                    if strike.intercept.time - car.time > 4 and car.boost < 30 \
                    and distance(strike.intercept.ground_pos, their_goal) > 3000 and distance(their_best_hit.ground_pos, my_goal) > 5000:

                        return Refuel(car, info, my_hit.ground_pos)

                    if abs(strike.intercept.ground_pos[0]
                           ) > Arena.size[0] - 800 and car.boost < 30:

                        return Refuel(car, info, my_hit.ground_pos)

                    if abs(strike.intercept.ball.position[1] -
                           their_goal[1]) > 300 or ground_distance(
                               strike.intercept, their_goal) < 900:
                        return strike

            # they are out of position
            if (opponents_align < -0.1 and
                    my_hit.time < their_best_hit.time - opponents_align * 1.5):

                strike = offense.any_shot(car, their_goal, my_hit)

                if not isinstance(strike, Strike) or strike.intercept.is_viable \
                and (not info.about_to_score or strike.intercept.time < info.time_of_goal - 0.5):

                    if (car.boost < 40 and
                        (distance(my_hit, their_goal) > 5000
                         or abs(my_hit.position[0]) > Arena.size[0] - 1500)
                            and distance(opponent, their_best_hit) > 3000):
                        return Refuel(car, info, my_hit.ground_pos)

                    if not isinstance(strike, Strike) or abs(
                            strike.intercept.ball.position[1] -
                            their_goal[1]) > 300 or ground_distance(
                                strike.intercept, their_goal) < 900:
                        return strike

            if distance(their_best_hit.ball, my_goal) > 7000 and \
                (distance(their_best_hit, opponent) > 3000 or align(opponent.position, their_best_hit.ball, my_goal) < 0) and car.boost < 30:
                return Refuel(car, info, my_hit.ground_pos)

            if car.boost < 35 and distance(their_best_hit, opponent) > 3000:
                refuel = Refuel(car, info, my_hit.ground_pos)
                if estimate_time(car, refuel.pad.position, 1400) < 1.5:
                    return refuel

            if opponents_align < 0:
                return offense.any_shot(car, their_goal, my_hit)

        # teamplay
        else:
            if car.boost < 40:
                return Refuel(car, info, my_goal)
            else:
                return offense.any_shot(car, their_goal, my_hit)

        shadow_distance = 4000 + opponents_align * 1500
        shadow_distance = max(shadow_distance, 3000)
        return ShadowDefense(car, info, their_best_hit.ground_pos,
                             shadow_distance)