Exemple #1
0
    def exec(self, bot) -> SimpleControllerState:
        self.is_dribbling = True

        car = bot.info.my_car
        ball = bot.info.ball
        ball_landing = predict.next_ball_landing(bot)
        ball_to_goal = bot.info.enemy_goal - ball.pos

        # Decide on target pos and speed
        target = ball_landing.data["obj"].pos - self.offset_bias * normalize(
            ball_to_goal)
        dist = norm(target - bot.info.my_car.pos)
        speed = 1400 if ball_landing.time == 0 else dist / ball_landing.time

        # Do a flick?
        car_to_ball = ball.pos - car.pos
        dist = norm(car_to_ball)
        if dist <= self.required_distance_to_ball_for_flick:
            self.flick_timer += 0.016666
            if self.flick_timer > self.wait_before_flick:
                bot.maneuver = DodgeManeuver(
                    bot, bot.info.enemy_goal)  # use flick_init_jump_duration?
        else:
            self.flick_timer = 0

            # dodge on far distances
            if dist > 2450 and speed > 1410:
                ctt_n = normalize(target - car.pos)
                vtt = dot(bot.info.my_car.vel, ctt_n) / dot(ctt_n, ctt_n)
                if vtt > 750:
                    bot.maneuver = DodgeManeuver(bot, target)

        if bot.do_rendering:
            bot.renderer.draw_line_3d(car.pos, target, bot.renderer.pink())

        return bot.drive.go_towards_point(bot,
                                          target,
                                          target_vel=speed,
                                          slide=False,
                                          can_keep_speed=False,
                                          can_dodge=True,
                                          wall_offset_allowed=0)
Exemple #2
0
    def run(self, bot) -> SimpleControllerState:
        self.is_dribbling = True

        car = bot.info.my_car
        ball = bot.info.ball
        ball_landing = predict.next_ball_landing(bot)
        ball_to_goal = bot.info.opp_goal.pos - ball.pos

        # Decide on target pos and speed
        target = ball_landing.data["obj"].pos - self.offset_bias * normalize(
            ball_to_goal)
        dist = norm(target - bot.info.my_car.pos)
        speed = 1400 if ball_landing.time == 0 else dist / ball_landing.time

        # Do a flick?
        car_to_ball = ball.pos - car.pos
        dist = norm(car_to_ball)
        enemy, enemy_dist = bot.info.closest_enemy(ball.pos)
        if dist <= self.required_distance_to_ball_for_flick:
            self.flick_timer += bot.info.dt
            if self.flick_timer > self.wait_before_flick and enemy_dist < 900:
                bot.maneuver = DodgeManeuver(
                    bot,
                    bot.info.opp_goal.pos)  # use flick_init_jump_duration?
        else:
            self.flick_timer = 0

        if bot.do_rendering:
            bot.renderer.draw_line_3d(car.pos, target, bot.renderer.pink())

        return bot.drive.towards_point(bot,
                                       target,
                                       target_vel=speed,
                                       slide=False,
                                       can_keep_speed=False,
                                       can_dodge=True,
                                       wall_offset_allowed=0)
Exemple #3
0
    def towards_point(self,
                      bot,
                      point: Vec3,
                      target_vel=1430,
                      slide=False,
                      boost_min=101,
                      can_keep_speed=True,
                      can_dodge=True,
                      wall_offset_allowed=125) -> SimpleControllerState:
        REQUIRED_ANG_FOR_SLIDE = 1.65
        REQUIRED_VELF_FOR_DODGE = 1100

        car = bot.info.my_car

        # Dodge is done
        if self.dodge is not None and self.dodge.done:
            self.dodge = None
            self.last_dodge_end_time = bot.info.time
        # Continue dodge
        elif self.dodge is not None:
            self.dodge.target = point
            return self.dodge.exec(bot)

        # Begin recovery
        if not car.on_ground:
            bot.maneuver = RecoveryManeuver(bot)
            return self.controls

        # Get down from wall by choosing a point close to ground
        if not is_near_wall(point, wall_offset_allowed) and angle_between(
                car.up, Vec3(0, 0, 1)) > math.pi * 0.31:
            point = lerp(xy(car.pos), xy(point), 0.5)

        # If the car is in a goal, avoid goal posts
        self._avoid_goal_post(bot, point)

        car_to_point = point - car.pos

        # The vector from the car to the point in local coordinates:
        # point_local.x: how far in front of my car
        # point_local.y: how far to the left of my car
        # point_local.z: how far above my car
        point_local = dot(point - car.pos, car.rot)

        # Angle to point in local xy plane and other stuff
        angle = math.atan2(point_local.y, point_local.x)
        dist = norm(point_local)
        vel_f = proj_onto_size(car.vel, car.forward)
        vel_towards_point = proj_onto_size(car.vel, car_to_point)

        # Start dodge
        if can_dodge and abs(angle) <= 0.02 and vel_towards_point > REQUIRED_VELF_FOR_DODGE\
                and dist > vel_towards_point + 500 + 900 and bot.info.time > self.last_dodge_end_time + self.dodge_cooldown:
            self.dodge = DodgeManeuver(bot, point)
        # Start half-flip
        elif can_dodge and abs(angle) >= 3 and vel_towards_point < 50\
                and dist > -vel_towards_point + 500 + 900 and bot.info.time > self.last_dodge_end_time + self.dodge_cooldown:
            self.dodge = HalfFlipManeuver(bot,
                                          boost=car.boost > boost_min + 10)

        # Is point right behind? Maybe reverse instead
        if -100 < point_local.x < 0 and abs(point_local.y) < 50:
            #bot.print("Reversing?")
            pass

        # Is in turn radius deadzone?
        tr = turn_radius(abs(vel_f + 50))  # small bias
        tr_side = sign(angle)
        tr_center_local = Vec3(0, tr * tr_side, 10)
        point_is_in_turn_radius_deadzone = norm(point_local -
                                                tr_center_local) < tr
        # Draw turn radius deadzone
        if car.on_ground and bot.do_rendering:
            tr_center_world = car.pos + dot(car.rot, tr_center_local)
            tr_center_world_2 = car.pos + dot(car.rot, -1 * tr_center_local)
            rendering.draw_circle(bot, tr_center_world, car.up, tr, 22)
            rendering.draw_circle(bot, tr_center_world_2, car.up, tr, 22)

        if point_is_in_turn_radius_deadzone:
            # Hard turn
            self.controls.steer = sign(angle)
            self.controls.boost = False
            self.controls.throttle = 0 if vel_f > 150 else 0.1
            if point_local.x < 110 and point_local.y < 400 and norm(
                    car.vel) < 300:
                # Brake or go backwards when the point is really close but not in front of us
                self.controls.throttle = clip(-0.25 + point_local.x / -110.0,
                                              0, -1)
                self.controls.steer = -0.5 * sign(angle)

        else:
            # Should drop speed or just keep up the speed?
            if can_keep_speed and target_vel < vel_towards_point:
                target_vel = vel_towards_point
            else:
                # Small lerp adjustment
                target_vel = lerp(vel_towards_point, target_vel, 1.1)

            # Turn and maybe slide
            self.controls.steer = clip(angle + (2.5 * angle)**3, -1.0, 1.0)
            if slide and abs(angle) > REQUIRED_ANG_FOR_SLIDE:
                self.controls.handbrake = True
                self.controls.steer = sign(angle)
            else:
                self.controls.handbrake = False

            # Overshoot target vel for quick adjustment
            target_vel = lerp(vel_towards_point, target_vel, 1.2)

            # Find appropriate throttle/boost
            if vel_towards_point < target_vel:
                self.controls.throttle = 1
                if boost_min < car.boost and vel_towards_point + 80 < target_vel and target_vel > 1400 \
                        and not self.controls.handbrake and is_heading_towards(angle, dist):
                    self.controls.boost = True
                else:
                    self.controls.boost = False

            else:
                vel_delta = target_vel - vel_towards_point
                self.controls.throttle = clip(0.2 + vel_delta / 500, 0, -1)
                self.controls.boost = False
                if self.controls.handbrake:
                    self.controls.throttle = min(0.4, self.controls.throttle)

        # Saved if something outside calls start_dodge() in the meantime
        self.last_point = point

        return self.controls
Exemple #4
0
 def start_dodge(self, bot):
     if self.dodge is None:
         self.dodge = DodgeManeuver(bot, self.last_point)
Exemple #5
0
 def start_dodge(self, bot, towards_ball: bool = False):
     if self.dodge is None:
         if towards_ball:
             self.dodge = DodgeManeuver(bot, lambda b: b.info.ball.pos)
         else:
             self.dodge = DodgeManeuver(bot, self.last_point)
Exemple #6
0
class DriveController:
    def __init__(self):
        self.controls = SimpleControllerState()
        self.dodge = None
        self.last_point = None
        self.last_dodge_end_time = 0
        self.dodge_cooldown = 0.26
        self.recovery = None

    def start_dodge(self, bot):
        if self.dodge is None:
            self.dodge = DodgeManeuver(bot, self.last_point)

    def go_towards_point(self,
                         bot,
                         point: Vec3,
                         target_vel=1430,
                         slide=False,
                         boost_min=101,
                         can_keep_speed=True,
                         can_dodge=True,
                         wall_offset_allowed=110) -> SimpleControllerState:
        REQUIRED_ANG_FOR_SLIDE = 1.65
        REQUIRED_VELF_FOR_DODGE = 1100

        car = bot.info.my_car

        # Dodge is done
        if self.dodge is not None and self.dodge.done:
            self.dodge = None
            self.last_dodge_end_time = bot.info.time

        # Continue dodge
        if self.dodge is not None:
            self.dodge.target = point
            return self.dodge.exec(bot)

        # Begin recovery
        if not car.on_ground:
            bot.maneuver = RecoveryManeuver(bot)
            return self.controls

        # Get down from wall by choosing a point close to ground
        if not is_near_wall(point, wall_offset_allowed) and angle_between(
                car.up, Vec3(0, 0, 1)) > math.pi * 0.31:
            point = lerp(xy(car.pos), xy(point), 0.5)

        # If the car is in a goal, avoid goal posts
        self.avoid_goal_post(bot, point)

        car_to_point = point - car.pos

        # The vector from the car to the point in local coordinates:
        # point_local.x: how far in front of my car
        # point_local.y: how far to the left of my car
        # point_local.z: how far above my car
        point_local = dot(point - car.pos, car.rot)

        # Angle to point in local xy plane and other stuff
        angle = math.atan2(point_local.y, point_local.x)
        dist = norm(point_local)
        vel_f = proj_onto_size(car.vel, car.forward)
        vel_towards_point = proj_onto_size(car.vel, car_to_point)

        # Start dodge
        if can_dodge and abs(angle) <= 0.02 and vel_towards_point > REQUIRED_VELF_FOR_DODGE\
                and dist > vel_towards_point + 500 + 700 and bot.info.time > self.last_dodge_end_time + self.dodge_cooldown:
            self.dodge = DodgeManeuver(bot, point)

        # Is in turn radius deadzone?
        tr = turn_radius(abs(vel_f + 50))  # small bias
        tr_side = sign(angle)
        tr_center_local = Vec3(0, tr * tr_side, 0)
        point_is_in_turn_radius_deadzone = norm(point_local -
                                                tr_center_local) < tr
        # Draw turn radius deadzone
        if car.on_ground and bot.do_rendering:
            tr_center_world = car.pos + dot(car.rot, tr_center_local)
            tr_center_world_2 = car.pos + dot(car.rot, -1 * tr_center_local)
            rendering.draw_circle(bot, tr_center_world, car.up, tr, 22)
            rendering.draw_circle(bot, tr_center_world_2, car.up, tr, 22)

        if point_is_in_turn_radius_deadzone:
            # Hard turn
            self.controls.steer = sign(angle)
            self.controls.boost = False
            self.controls.throttle = 0 if vel_f > 150 else 0.1
            if point_local.x < 25:
                # Brake or go backwards when the point is really close but not in front of us
                self.controls.throttle = clip((25 - point_local.x) * -.5, 0,
                                              -0.6)
                self.controls.steer = 0
                if vel_f > 300:
                    self.controls.handbrake = True

        else:
            # Should drop speed or just keep up the speed?
            if can_keep_speed and target_vel < vel_towards_point:
                target_vel = vel_towards_point
            else:
                # Small lerp adjustment
                target_vel = lerp(vel_towards_point, target_vel, 1.2)

            # Turn and maybe slide
            self.controls.steer = clip(angle + (2.5 * angle)**3, -1.0, 1.0)
            if slide and abs(angle) > REQUIRED_ANG_FOR_SLIDE:
                self.controls.handbrake = True
                self.controls.steer = sign(angle)
            else:
                self.controls.handbrake = False

            # Overshoot target vel for quick adjustment
            target_vel = lerp(vel_towards_point, target_vel, 1.2)

            # Find appropriate throttle/boost
            if vel_towards_point < target_vel:
                self.controls.throttle = 1
                if boost_min < car.boost and vel_towards_point + 25 < target_vel and target_vel > 1400 \
                        and not self.controls.handbrake and is_heading_towards(angle, dist):
                    self.controls.boost = True
                else:
                    self.controls.boost = False

            else:
                vel_delta = target_vel - vel_towards_point
                self.controls.throttle = clip(0.2 + vel_delta / 500, 0, -1)
                self.controls.boost = False
                if self.controls.handbrake:
                    self.controls.throttle = min(0.4, self.controls.throttle)

        # Saved if something outside calls start_dodge() in the meantime
        self.last_point = point

        return self.controls

    def avoid_goal_post(self, bot, point):
        car = bot.info.my_car
        car_to_point = point - car.pos

        # Car is not in goal, not adjustment needed
        if abs(car.pos.y) < Field.LENGTH / 2:
            return

        # Car can go straight, not adjustment needed
        if car_to_point.x == 0:
            return

        # Do we need to cross a goal post to get to the point?
        goalx = Field.GOAL_WIDTH / 2 - 100
        goaly = Field.LENGTH / 2 - 100
        t = max((goalx - car.pos.x) / car_to_point.x,
                (-goalx - car.pos.x) / car_to_point.x)
        # This is the y coordinate when car would hit a goal wall. Is that inside the goal?
        crossing_goalx_at_y = abs(car.pos.y + t * car_to_point.y)
        if crossing_goalx_at_y > goaly:
            # Adjustment is needed
            point.x = clip(point.x, -goalx, goalx)
            point.y = clip(point.y, -goaly, goaly)
            if bot.do_rendering:
                bot.renderer.draw_line_3d(car.pos, point, bot.renderer.green())

    def go_home(self, bot):
        car = bot.info.my_car
        home = bot.info.own_goal
        target = home

        closest_enemy, enemy_dist = bot.info.closest_enemy(bot.info.ball.pos)

        car_to_home = home - car.pos
        dist = norm(car_to_home)
        vel_f_home = proj_onto_size(car.vel, car_to_home)

        if vel_f_home * 2 > dist:
            target = bot.info.ball.pos

        boost = 40 - (dist / 100) + enemy_dist / 200
        dodge = dist > 1500 or enemy_dist < dist

        return self.go_towards_point(bot,
                                     target,
                                     2300,
                                     True,
                                     boost_min=boost,
                                     can_dodge=dodge)