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 PickupBoostPad(Maneuver): """Pickup a boostpad. Abort when picked up by someone else.""" def __init__(self, car: Car, pad: BoostPad): super().__init__(car) self.pad = pad self.pad_was_active = self.pad.state == BoostPadState.Available self.travel = Travel(car, self.pad.position, waste_boost=True) def interruptible(self) -> bool: return self.travel.interruptible() def step(self, dt): # slow down when we're about to pick up the boost, so we can turn faster afterwards if distance(self.car, self.pad) < norm(self.car.velocity) * 0.2: self.travel.drive.target_speed = 1400 self.travel.step(dt) self.controls = self.travel.controls # finish when someone picks up the pad if self.pad_was_active and self.pad.state == BoostPadState.Unavailable: self.finished = True self.pad_was_active = self.pad.state == BoostPadState.Available # finish when we picked the boost up but the previous condition somehow wasn't true if self.car.boost > 99 or distance(self.car, self.pad) < 100: self.finished = True def render(self, draw: DrawingTool): self.travel.render(draw) # draw timer if boost isn't available yet if self.pad and not self.pad.state == BoostPadState.Available: draw.color(draw.yellow) draw.string(self.pad.position + vec3(0, 0, 100), f"spawns in: {self.pad.timer:.1f}s")
class Refuel(Maneuver): """ Choose a large boost pad and go pick it up. """ def __init__(self, car: Car, info: GameInfo, target: vec3, forbidden_pads: Set[Pad] = set()): super().__init__(car) self.info = info pos = (target + car.position * 2 + info.my_goal.center * 2) / 5 # TODO: make this better pads = set(info.large_boost_pads) - forbidden_pads self.pad = self.best_boostpad_to_pickup(car, pads, pos) self.pad_was_active = self.pad and self.pad.is_active self.travel = Travel( car, self.pad.position if self.pad else info.my_goal.center, waste_boost=True) @staticmethod def best_boostpad_to_pickup(car: Car, pads: Set[Pad], pos: vec3) -> Optional[Pad]: best_pad = None best_dist = math.inf for pad in pads: dist = distance(pos, pad.position) time_estimate = estimate_time(car, pad.position, estimate_max_car_speed(car)) if dist < best_dist and (pad.is_active or pad.timer < time_estimate): best_pad = pad best_dist = dist return best_pad def interruptible(self) -> bool: return self.travel.interruptible() def step(self, dt): if self.pad is None: self.finished = True return # slow down when we're about to pick up the boost, so we can turn faster afterwards if distance(self.car, self.pad) < norm(self.car.velocity) * 0.2: self.travel.drive.target_speed = 1400 self.travel.step(dt) self.controls = self.travel.controls # finish when someone picks up the pad if not self.pad.is_active and self.pad_was_active: self.finished = True self.pad_was_active = self.pad.is_active # finish when we picked the boost up but the previous condition somehow wasn't true if self.car.boost > 99 or distance(self.car, self.pad) < 100: self.finished = True def render(self, draw: DrawingTool): self.travel.render(draw) if self.pad and not self.pad.is_active: draw.color(draw.yellow) draw.string(self.pad.position + vec3(0, 0, 100), int(self.pad.timer * 100) / 100)
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)