Exemple #1
0
class ClearBall(UtilityState):
    def __init__(self, bot):
        if bot.team == 0:
            # blue
            self.aim_cone = AimCone(.8 * math.pi, .2 * math.pi)
        else:
            # orange
            self.aim_cone = AimCone(-.1 * math.pi, -.9 * math.pi)

    def utility_score(self, bot) -> float:
        team_sign = bot.info.team_sign

        length = team_sign * Field.LENGTH / 2
        ball_own_half_01 = clip01(
            remap(-length, length, -0.2, 1.2, bot.info.ball.pos.y))

        reachable_ball = predict.ball_predict(
            bot, predict.time_till_reach_ball(bot.info.my_car, bot.info.ball))
        car_to_ball = reachable_ball.pos - bot.info.my_car.pos
        in_position = self.aim_cone.contains_direction(car_to_ball,
                                                       math.pi / 8)

        obj_bonus = {
            Objective.UNKNOWN: 0,
            Objective.GO_FOR_IT: 0.15,
            Objective.FOLLOW_UP: 0,
            Objective.ROTATE_BACK_OR_DEF: 0.0,
        }[bot.info.my_car.objective]

        return ball_own_half_01 * in_position + obj_bonus

    def run(self, bot) -> SimpleControllerState:
        car = bot.info.my_car
        shoot_controls = bot.shoot.with_aiming(
            bot, self.aim_cone,
            predict.time_till_reach_ball(bot.info.my_car, bot.info.ball))
        hit_pos = bot.shoot.ball_when_hit.pos

        if bot.do_rendering:
            self.aim_cone.draw(bot, hit_pos, r=0, g=170, b=255)

        if bot.shoot.can_shoot:
            if bot.shoot.using_curve and bot.do_rendering:
                rendering.draw_bezier(
                    bot, [car.pos, bot.shoot.curve_point, hit_pos])
            return shoot_controls

        else:
            # go home-ish
            own_goal = lerp(bot.info.own_goal.pos, bot.info.ball.pos, 0.5)
            return bot.drive.towards_point(bot,
                                           own_goal,
                                           target_vel=1460,
                                           slide=True,
                                           boost_min=0,
                                           can_keep_speed=True)
Exemple #2
0
class ClearBall(UtilityState):
    def __init__(self, bot):
        if bot.team == 0:
            # blue
            ra = 0.85 * math.pi
            la = 0.15 * math.pi
            self.aim_cone = AimCone(
                Vec3(math.cos(ra), math.sin(ra), 0),
                Vec3(math.cos(la), math.sin(la), 0)
            )
        else:
            # orange
            ra = -0.15 * math.pi
            la = -0.85 * math.pi
            self.aim_cone = AimCone(
                Vec3(math.cos(ra), math.sin(ra), 0),
                Vec3(math.cos(la), math.sin(la), 0)
            )

    def utility_score(self, bot) -> float:
        team_sign = bot.info.team_sign

        length = team_sign * Field.LENGTH2
        ball_own_half_01 = clip01(remap(-length, length, -0.8, 1.8, bot.info.ball.pos.y))

        reachable_ball = predict.ball_predict(bot, predict.time_till_reach_ball(bot.info.my_car, bot.info.ball))
        car_to_ball = reachable_ball.pos - bot.info.my_car.pos
        in_position = self.aim_cone.contains_direction(car_to_ball, math.pi / 8)

        obj_bonus = {
            Objective.UNKNOWN: 1,
            Objective.GO_FOR_IT: 1,
            Objective.FOLLOW_UP: 0,
            Objective.ROTATING: 0,
            Objective.SOLO: 1.0,
        }[bot.info.my_car.objective]

        return ball_own_half_01 * in_position * obj_bonus

    def run(self, bot) -> SimpleControllerState:
        car = bot.info.my_car
        shoot_controls = bot.shoot.with_aiming(bot, self.aim_cone, predict.time_till_reach_ball(bot.info.my_car, bot.info.ball))
        hit_pos = bot.shoot.ball_when_hit.pos

        self.aim_cone.draw(hit_pos, r=0, g=170, b=255)

        if bot.shoot.can_shoot:
            if bot.shoot.using_curve:
                draw.bezier([car.pos, bot.shoot.curve_point, hit_pos], draw.color(100, 100, 255))
            return shoot_controls

        else:
            # go home-ish
            own_goal = lerp(bot.info.own_goal.pos, bot.info.ball.pos, 0.5)
            return bot.drive.towards_point(bot, own_goal, target_vel=1460, slide=True, boost_min=0, can_keep_speed=True)
Exemple #3
0
    def with_aiming(self,
                    bot,
                    aim_cone: AimCone,
                    time: float,
                    dodge_hit: bool = True):

        #       aim: |           |           |           |
        #  ball      |   bad     |    ok     |   good    |
        # z pos:     |           |           |           |
        # -----------+-----------+-----------+-----------+
        #  too high  |   give    |   give    |   wait/   |
        #            |    up     |    up     |  improve  |
        # -----------+ - - - - - + - - - - - + - - - - - +
        #   medium   |   give    |  improve  |  aerial   |
        #            |    up     |    aim    |           |
        # -----------+ - - - - - + - - - - - + - - - - - +
        #   soon on  |  improve  |  slow     |   small   |
        #   ground   |    aim    |  curve    |   jump    |
        # -----------+ - - - - - + - - - - - + - - - - - +
        #  on ground |  improve  |  fast     |  fast     |
        #            |   aim??   |  curve    |  straight |
        # -----------+ - - - - - + - - - - - + - - - - - +

        # FIXME if the ball is not on the ground we treat it as 'soon on ground' in all other cases

        self.controls = SimpleControllerState()
        self.aim_is_ok = False
        self.waits_for_fall = False
        self.ball_is_flying = False
        self.can_shoot = False
        self.using_curve = False
        self.curve_point = None
        self.ball_when_hit = None
        car = bot.info.my_car

        ball_soon = ball_predict(bot, time)
        car_to_ball_soon = ball_soon.pos - car.pos
        dot_facing_score = dot(normalize(car_to_ball_soon),
                               normalize(car.forward))
        vel_towards_ball_soon = proj_onto_size(car.vel, car_to_ball_soon)
        is_facing = 0 < dot_facing_score

        if ball_soon.pos.z < 110 or (ball_soon.pos.z < 475 and ball_soon.vel.z
                                     <= 0) or True:  #FIXME Always true

            # The ball is on the ground or soon on the ground

            if 275 < ball_soon.pos.z < 475 and aim_cone.contains_direction(
                    car_to_ball_soon):
                # Can we hit it if we make a small jump?
                vel_f = proj_onto_size(car.vel, xy(car_to_ball_soon))
                car_expected_pos = car.pos + car.vel * time
                ball_soon_flat = xy(ball_soon.pos)
                diff = norm(car_expected_pos - ball_soon_flat)
                ball_in_front = dot(ball_soon.pos - car_expected_pos,
                                    car.vel) > 0

                if bot.do_rendering:
                    bot.renderer.draw_line_3d(car.pos, car_expected_pos,
                                              bot.renderer.lime())
                    bot.renderer.draw_rect_3d(car_expected_pos, 12, 12, True,
                                              bot.renderer.lime())

                if vel_f > 400:
                    if diff < 150 and ball_in_front:
                        bot.maneuver = SmallJumpManeuver(
                            bot, lambda b: b.info.ball.pos)

            if 110 < ball_soon.pos.z:  # and ball_soon.vel.z <= 0:
                # The ball is slightly in the air, lets wait just a bit more
                self.waits_for_fall = True
                ball_landing = next_ball_landing(bot, ball_soon, size=100)
                time = time + ball_landing.time
                ball_soon = ball_predict(bot, time)
                car_to_ball_soon = ball_soon.pos - car.pos

            self.ball_when_hit = ball_soon

            # The ball is on the ground, are we in position for a shot?
            if aim_cone.contains_direction(car_to_ball_soon) and is_facing:

                # Straight shot

                self.aim_is_ok = True
                self.can_shoot = True

                if norm(car_to_ball_soon) < 240 + Ball.RADIUS and aim_cone.contains_direction(car_to_ball_soon)\
                        and vel_towards_ball_soon > 300:
                    bot.drive.start_dodge(bot)

                offset_point = xy(
                    ball_soon.pos) - 50 * aim_cone.get_center_dir()
                speed = self._determine_speed(norm(car_to_ball_soon), time)
                self.controls = bot.drive.towards_point(bot,
                                                        offset_point,
                                                        target_vel=speed,
                                                        slide=True,
                                                        boost_min=0,
                                                        can_keep_speed=False)
                return self.controls

            elif aim_cone.contains_direction(car_to_ball_soon, math.pi / 5):

                # Curve shot

                self.aim_is_ok = True
                self.using_curve = True
                self.can_shoot = True

                offset_point = xy(
                    ball_soon.pos) - 50 * aim_cone.get_center_dir()
                closest_dir = aim_cone.get_closest_dir_in_cone(
                    car_to_ball_soon)
                self.curve_point = curve_from_arrival_dir(
                    car.pos, offset_point, closest_dir)

                self.curve_point.x = clip(self.curve_point.x, -Field.WIDTH / 2,
                                          Field.WIDTH / 2)
                self.curve_point.y = clip(self.curve_point.y,
                                          -Field.LENGTH / 2, Field.LENGTH / 2)

                if dodge_hit and norm(car_to_ball_soon) < 240 + Ball.RADIUS and angle_between(car.forward, car_to_ball_soon) < 0.5\
                        and aim_cone.contains_direction(car_to_ball_soon) and vel_towards_ball_soon > 300:
                    bot.drive.start_dodge(bot)

                speed = self._determine_speed(norm(car_to_ball_soon), time)
                self.controls = bot.drive.towards_point(bot,
                                                        self.curve_point,
                                                        target_vel=speed,
                                                        slide=True,
                                                        boost_min=0,
                                                        can_keep_speed=False)
                return self.controls

            else:

                # We are NOT in position!
                self.aim_is_ok = False

                pass

        else:

            if aim_cone.contains_direction(car_to_ball_soon):
                self.waits_for_fall = True
                self.aim_is_ok = True
                #self.can_shoot = False
                pass  # Allow small aerial (wait if ball is too high)

            elif aim_cone.contains_direction(car_to_ball_soon, math.pi / 4):
                self.ball_is_flying = True
                pass  # Aim is ok, but ball is in the air
Exemple #4
0
class ShootAtGoal(UtilityState):
    def __init__(self):
        self.aim_cone = None
        self.ball_to_goal_right = None
        self.ball_to_goal_left = None
        self.temp_utility_desire_boost = 0

    def utility_score(self, bot) -> float:

        if self.temp_utility_desire_boost > 0:
            self.temp_utility_desire_boost = max(0, self.temp_utility_desire_boost - bot.info.dt)
        elif self.temp_utility_desire_boost < 0:
            self.temp_utility_desire_boost = min(0, self.temp_utility_desire_boost + bot.info.dt)

        car = bot.info.my_car
        ball_soon = predict.ball_predict(bot, 1)

        arena_length2 = bot.info.team_sign * Field.LENGTH2
        own_half_01 = clip01(remap(arena_length2, -arena_length2, 0.0, 1.1, ball_soon.pos.y))
        close_to_ball01 = clip01(1.0 - norm(car.pos - ball_soon.pos) / 3500) ** 0.5

        reachable_ball = predict.ball_predict(bot, predict.time_till_reach_ball(bot.info.my_car, bot.info.ball))
        self.ball_to_goal_right = bot.info.opp_goal.right_post - reachable_ball.pos
        self.ball_to_goal_left = bot.info.opp_goal.left_post - reachable_ball.pos
        self.aim_cone = AimCone(self.ball_to_goal_right, self.ball_to_goal_left)
        car_to_ball = reachable_ball.pos - bot.info.my_car.pos
        in_position = self.aim_cone.contains_direction(car_to_ball)

        # Chase ball right after kickoff. High right after kickoff
        kickoff_bias01 = max(0, 1 - bot.info.time_since_last_kickoff * 0.3) * float(bot.info.my_car.objective == Objective.UNKNOWN)

        obj_bonus = {
            Objective.UNKNOWN: 0,
            Objective.GO_FOR_IT: 0.2,
            Objective.FOLLOW_UP: 0,
            Objective.ROTATE_BACK_OR_DEF: -0.2,
        }[bot.info.my_car.objective]

        return clip01(close_to_ball01 * own_half_01 + 0.1 * in_position + self.temp_utility_desire_boost + kickoff_bias01) + obj_bonus

    def run(self, bot) -> SimpleControllerState:

        car = bot.info.my_car
        ball = bot.info.ball

        my_hit_time = predict.time_till_reach_ball(car, ball)
        shoot_controls = bot.shoot.with_aiming(bot, self.aim_cone, my_hit_time)

        hit_pos = bot.shoot.ball_when_hit.pos
        dist = norm(car.pos - hit_pos)
        closest_enemy, enemy_dist = bot.info.closest_enemy(0.5 * (hit_pos + ball.pos))

        if not bot.shoot.can_shoot and is_closer_to_goal_than(car.pos, hit_pos, bot.info.team):
            # Can't shoot but or at least on the right side: Chase

            goal_to_ball = normalize(hit_pos - bot.info.opp_goal.pos)
            offset_ball = hit_pos + goal_to_ball * Ball.RADIUS * 0.9
            enemy_hit_time = predict.time_till_reach_ball(closest_enemy, ball)
            enemy_hit_pos = predict.ball_predict(bot, enemy_hit_time).pos
            if enemy_hit_time < 1.5 * my_hit_time:
                self.temp_utility_desire_boost -= bot.info.dt
                if bot.do_rendering:
                    bot.renderer.draw_line_3d(closest_enemy.pos, enemy_hit_pos, bot.renderer.red())
                return bot.drive.home(bot)

            if bot.do_rendering:
                bot.renderer.draw_line_3d(car.pos, offset_ball, bot.renderer.yellow())

            return bot.drive.towards_point(bot, offset_ball, target_vel=2200, slide=False, boost_min=0)

        elif len(bot.info.teammates) == 0 and not bot.shoot.aim_is_ok and hit_pos.y * -bot.info.team_sign > 4250 and abs(hit_pos.x) > 900 and not dist < 420:
            # hit_pos is an enemy corner and we are not close: Avoid enemy corners in 1s and just wait

            enemy_to_ball = normalize(hit_pos - closest_enemy.pos)
            wait_point = hit_pos + enemy_to_ball * enemy_dist  # a point 50% closer to the center of the field
            wait_point = lerp(wait_point, ball.pos + Vec3(0, bot.info.team_sign * 3000, 0), 0.5)

            if bot.do_rendering:
                bot.renderer.draw_line_3d(car.pos, wait_point, bot.renderer.yellow())

            return bot.drive.towards_point(bot, wait_point, norm(car.pos - wait_point), slide=False, can_keep_speed=True, can_dodge=False)

        elif bot.shoot.can_shoot:

            # Shoot !
            if bot.do_rendering:
                self.aim_cone.draw(bot, bot.shoot.ball_when_hit.pos, r=0, b=0)
                if bot.shoot.using_curve:
                    rendering.draw_bezier(bot, [car.pos, bot.shoot.curve_point, hit_pos])
            return shoot_controls

        else:
            # We can't shoot at goal reliably
            # How about a shot to the corners then?
            corners = [
                Vec3(-Field.WIDTH2, -bot.info.team_sign * Field.LENGTH2, 0),
                Vec3(Field.WIDTH2, -bot.info.team_sign * Field.LENGTH2, 0),
            ]
            for corner in corners:
                ctrls = bot.shoot.towards(bot, corner, bot.info.my_car.reach_ball_time)
                if bot.shoot.can_shoot:
                    self.aim_cone.draw(bot, bot.shoot.ball_when_hit.pos, b=0)
                    if bot.shoot.using_curve:
                        rendering.draw_bezier(bot, [car.pos, bot.shoot.curve_point, hit_pos])
                    return ctrls

            enemy_to_ball = normalize(xy(ball.pos - closest_enemy.pos))
            ball_to_my_goal = normalize(xy(bot.info.own_goal.pos - ball.pos))
            dot_threat = dot(enemy_to_ball, ball_to_my_goal)  # 1 = enemy is in position, -1 = enemy is NOT in position

            if car.boost <= 10 and ball.pos.y * bot.info.team_sign < 0 and dot_threat < 0.15:
                collect_center = ball.pos.y * bot.info.team_sign <= 0
                collect_small = closest_enemy.pos.y * bot.info.team_sign <= 0 or enemy_dist < 900
                pads = filter_pads(bot, bot.info.big_boost_pads, big_only=not collect_small, enemy_side=False,
                                   center=collect_center)
                bot.maneuver = CollectClosestBoostManeuver(bot, pads)

            # return home-ish
            return bot.drive.stay_at(bot, lerp(bot.info.own_goal.pos, ball.pos, 0.2), ball.pos)
Exemple #5
0
    def with_aiming(self, bot, aim_cone: AimCone, time: float, dodge_hit: bool = True):

        #       aim: |           |           |           |
        #  ball      |   bad     |    ok     |   good    |
        # z pos:     |           |           |           |
        # -----------+-----------+-----------+-----------+
        #  too high  |   give    |   give    |   wait/   |
        #   > 1200   |    up     |    up     |  improve  |
        # -----------+ - - - - - + - - - - - + - - - - - +
        #   medium   |   give    |  improve  |  aerial   |
        #            |    up     |    aim    |           |
        # -----------+ - - - - - + - - - - - + - - - - - +
        #   soon on  |  improve  |  slow     |   small   |
        #   ground   |    aim    |  curve    |   jump    |
        # -----------+ - - - - - + - - - - - + - - - - - +
        #  on ground |  improve  |  fast     |  fast     |
        #            |   aim??   |  curve    |  straight |
        # -----------+ - - - - - + - - - - - + - - - - - +

        # FIXME if the ball is not on the ground we treat it as 'soon on ground' in all other cases

        self.controls = SimpleControllerState()
        self.aim_is_ok = False
        self.waits_for_fall = False
        self.ball_is_flying = False
        self.can_shoot = False
        self.using_curve = False
        self.curve_point = None
        car = bot.info.my_car

        ball_soon = ball_predict(bot, time)
        car_to_ball_soon = ball_soon.pos - car.pos
        dot_facing_score = dot(normalize(car_to_ball_soon), normalize(car.forward))
        dot_facing_score_2d = dot(normalize(xy(car_to_ball_soon)), normalize(xy(car.forward)))
        vel_towards_ball_soon = proj_onto_size(car.vel, car_to_ball_soon)
        is_facing = 0.1 < dot_facing_score
        is_facing_2d = 0.3 < dot_facing_score

        self.ball_when_hit = ball_soon

        if ball_soon.pos.z < 110:

            # The ball is on the ground

            if 110 < ball_soon.pos.z:  # and ball_soon.vel.z <= 0:
                # The ball is slightly in the air, lets wait just a bit more
                self.waits_for_fall = True
                ball_landing = next_ball_landing(bot, ball_soon, size=100)
                time = time + ball_landing.time
                ball_soon = ball_predict(bot, time)
                car_to_ball_soon = ball_soon.pos - car.pos

            self.ball_when_hit = ball_soon

            # The ball is on the ground, are we in position for a shot?
            if aim_cone.contains_direction(car_to_ball_soon) and is_facing:

                # Straight shot

                self.aim_is_ok = True
                self.can_shoot = True

                if norm(car_to_ball_soon) < 400 + Ball.RADIUS and aim_cone.contains_direction(car_to_ball_soon)\
                        and vel_towards_ball_soon > 300:
                    bot.drive.start_dodge(bot, towards_ball=True)

                offset_point = xy(ball_soon.pos) - 50 * aim_cone.get_center_dir()
                speed = self._determine_speed(norm(car_to_ball_soon), time)
                self.controls = bot.drive.towards_point(bot, offset_point, target_vel=speed, slide=True, boost_min=0, can_keep_speed=False)
                return self.controls

            elif aim_cone.contains_direction(car_to_ball_soon, math.pi / 5):

                # Curve shot

                self.aim_is_ok = True
                self.using_curve = True
                self.can_shoot = True

                offset_point = xy(ball_soon.pos) - 50 * aim_cone.get_center_dir()
                closest_dir = aim_cone.get_closest_dir_in_cone(car_to_ball_soon)
                self.curve_point = curve_from_arrival_dir(car.pos, offset_point, closest_dir)

                self.curve_point.x = clip(self.curve_point.x, -Field.WIDTH / 2, Field.WIDTH / 2)
                self.curve_point.y = clip(self.curve_point.y, -Field.LENGTH / 2, Field.LENGTH / 2)

                if dodge_hit and norm(car_to_ball_soon) < 400 + Ball.RADIUS and angle_between(car.forward, car_to_ball_soon) < 0.5\
                        and aim_cone.contains_direction(car_to_ball_soon) and vel_towards_ball_soon > 300:
                    bot.drive.start_dodge(bot, towards_ball=True)

                speed = self._determine_speed(norm(car_to_ball_soon), time)
                self.controls = bot.drive.towards_point(bot, self.curve_point, target_vel=speed, slide=True, boost_min=0, can_keep_speed=False)
                return self.controls

            else:

                # We are NOT in position!
                return None

        elif ball_soon.pos.z < 600 and ball_soon.vel.z <= 0:

            # Ball is on ground soon. Is it worth waiting? TODO if aim is bad, do a slow curve - or delete case?
            pass

        # ---------------------------------------
        # Ball is in the air, or going in the air

        if 200 < ball_soon.pos.z < 1400 and aim_cone.contains_direction(car_to_ball_soon) and is_facing_2d:

            # Can we hit it if we make jump shot or aerial shot?

            vel_f = proj_onto_size(car.vel, xy(car_to_ball_soon))
            aerial = ball_soon.pos.z > 750

            if vel_f > 400:  # Some forward momentum is required

                flat_dist = norm(xy(car_to_ball_soon))
                # This range should be good https://www.desmos.com/calculator/bx9imtiqi5
                good_height = 0.3 * ball_soon.pos.z < flat_dist < 4 * ball_soon.pos.z

                if good_height:

                    # Alternative ball positions
                    alternatives = [
                        (ball_predict(bot, time * 0.8), time * 0.8),
                        (ball_predict(bot, time * 0.9), time * 0.9),
                        (ball_soon, time),
                        (ball_predict(bot, time * 1.1), time * 1.1),
                        (ball_predict(bot, time * 1.2), time * 1.2)
                    ]

                    for alt_ball, alt_time in alternatives:

                        potential_small_jump_shot = JumpShotManeuver(bot, alt_ball.pos, bot.info.time + alt_time, do_second_jump=aerial)
                        jump_shot_viable = potential_small_jump_shot.is_viable(car, bot.info.time)

                        if jump_shot_viable:
                            self.can_shoot = True
                            self.aim_is_ok = True
                            bot.maneuver = potential_small_jump_shot
                            return bot.maneuver.exec(bot)

        self.ball_is_flying = True
        return self.controls