def exec(self, bot): if bot.info.my_car.boost < 50: bot.maneuver = CollectClosestBoostManeuver( bot, filter_pads(bot, bot.info.boost_pads, big_only=True)) return bot.drive.home(bot)
def run(self, bot) -> SimpleControllerState: car = bot.info.my_car ball = bot.info.ball my_hit_time = predict.time_till_reach_ball(car, ball) reachable_ball = predict.ball_predict(bot, predict.time_till_reach_ball(car, ball)) ball_to_goal_right = bot.info.opp_goal.right_post - reachable_ball.pos ball_to_goal_left = bot.info.opp_goal.left_post - reachable_ball.pos aim_cone = AimCone(ball_to_goal_right, ball_to_goal_left) shoot_controls = bot.shoot.with_aiming(bot, 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: 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: 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: 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)
def exec(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) if bot.do_rendering: self.aim_cone.draw(bot, bot.shoot.ball_when_hit.pos, b=0) 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.enemy_goal) 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.go_home(bot) if bot.do_rendering: bot.renderer.draw_line_3d(car.pos, offset_ball, bot.renderer.yellow()) return bot.drive.go_towards_point(bot, offset_ball, target_vel=2200, slide=False, boost_min=0) elif 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 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.go_towards_point(bot, wait_point, norm(car.pos - wait_point), slide=False, can_keep_speed=True, can_dodge=False) elif not bot.shoot.can_shoot: enemy_to_ball = normalize(xy(ball.pos - closest_enemy.pos)) ball_to_my_goal = normalize(xy(bot.info.own_goal - 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 == 0 and ball.pos.y * bot.info.team_sign < 500 and dot_threat < 0.1: 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 return bot.drive.go_home(bot) else: # 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