Exemple #1
0
    def __init__(self, playerRole, team, ball, posX, posY):
        """
        playerRole is a tuple (giving the percent position)
        """

        AbstractPlayer.__init__(self, team.color, posX, posY, GRAPH_PLAYER_SIZE)

        self.homePosition = HomePosition(playerRole, team, ball)

        self.playerRole = playerRole
        self.team = team
        self.ball = ball
Exemple #2
0
class FieldPlayer(AbstractPlayer):
    """Class for players currently on the pitch"""

    def __init__(self, playerRole, team, ball, posX, posY):
        """
        playerRole is a tuple (giving the percent position)
        """

        AbstractPlayer.__init__(self, team.color, posX, posY, GRAPH_PLAYER_SIZE)

        self.homePosition = HomePosition(playerRole, team, ball)

        self.playerRole = playerRole
        self.team = team
        self.ball = ball

    def update(self, grandObserver):
        """ This nethod is called by matchturn using existing pygame.sprite implementation"""
        self.homePosition.update()
        self.makeAction(grandObserver)
        AbstractPlayer.update(self)

    def makeAction(self, grandObserver):
        """
        Calls the appropriate action logic for the player based on possession and ball control status.
        """
        if self.ball.outOfPlay is "Kickoff" and grandObserver.resumePlay is False:
            if not self.team.hasPossession:
                if self.getDistanceTo(self.ball) < 30 or self.getDistanceToGoalline(False) > 3 * FIELD_LENGTH / 8:
                    self.accelerate(self.dirX(-1), 0)
                    return
            if self.hasBall:
                # TODO: modify accelerate method enable complete stopping
                self.velX = 0
                self.velY = 0
                return
            elif self.chargeToBall is True:
                self.chase(self.ball)
                return
            self.chase(
                self.relX(self.homePosition.defaultPosX, self.team.isDefendingLeft), self.homePosition.defaultPosY
            )
            return
        if self.team.hasPossession:
            if self.hasBall:
                self.makePlay(grandObserver)
            elif (self.ball.possessor is None) and self.chargeToBall:
                self.chase(self.ball)
            else:
                self.makeRun(grandObserver)
        else:
            self.defend(grandObserver)

    def makePlay(self, grandObserver):
        """
        Logic for the player who possesses the ball
        """
        if self.ball.outOfPlay:
            self.mustPass()
            return
        elif self.isInShootingRange():
            self.ball.shoot(self.team.isDefendingLeft)
            return
        else:
            if not self.lookToPass(grandObserver):
                if self.getDistanceToGoalline(True) < STRAT_TRY_CROSSING:
                    self.mustPass()
                    return
                self.dribble(grandObserver)
                return

    def dribble(self, grandObserver):
        # assert self.hasBall

        xdif = grandObserver.stoppingPlayer.posX - self.posX
        ydif = self.posY - grandObserver.stoppingPlayer.posY
        if self.getDistanceTo(grandObserver.stoppingPlayer) > 3:
            self.accelerate(self.dirX(1), 0)
        if xdif > 2:
            self.accelerate(xdif, FIELD_WIDTH / 2 - self.posY)
        else:
            self.accelerate(xdif, ydif)

    def makeRun(self, grandObserver):
        """ handles and prioritizes all offensive movement"""
        # If about to go offsides run back onsides
        if self.returnOnsides(grandObserver):
            return
        else:
            # If the player is the intended recipient of a pass try to receive it
            if self.ball.target is self:
                self.intercept(self.ball)
                return
            elif pygame.sprite.collide_rect(self, self.homePosition):
                if self.blockedBy:
                    self.chase(self.ball)
                    return
                if self.ball.possessor:
                    if abs(self.posY - FIELD_WIDTH / 2) - abs(self.ball.possessor.posY - FIELD_WIDTH / 2) > 0:
                        self.chase(self.homePosition)
                        return
                    self.coverObject(self.ball.possessor)
                    return
            else:
                self.chase(self.homePosition)
                return

    def defend(self, grandObserver):
        """ handles and prioritizes all defensive movement"""
        if self.ball.outOfPlay or type(self.ball.possessor) is Goalie:
            self.chase(self.homePosition)
            return
        elif self.returnOnsides(grandObserver):
            return
        if self.chargeToBall or self.nearBall():
            if not self.coverObject(self.ball):
                self.chase(self.ball)
            return
        if not pygame.sprite.collide_rect(self, self.homePosition):
            self.chase(self.homePosition)
            return
        if self.marking:
            self.coverObject(self.marking)
            return

        self.team.players.sort(key=lambda x: x.getDistanceTo(self))
        ind = 0
        neighbor = self.team.players[ind]
        while neighbor.getDistanceTo(self) < STRAT_NEIGHBOR_MIN_DISTANCE:
            if neighbor.getDistanceTo(self.homePosition) < self.getDistanceTo(
                self.homePosition
            ) and neighbor.getDistanceTo(neighbor.homePosition) > self.getDistanceTo(neighbor.homePosition):
                print "Position swap"
                newPosition = neighbor.homePosition
                neighbor.homePosition = self.homePosition
                self.homePosition = newPosition
            if neighbor.getDistanceTo(self.ball) < self.getDistanceTo(self.ball):
                if neighbor.getDistanceTo(neighbor.homePosition) > self.getDistanceTo(neighbor.homePosition):
                    self.coverObject(neighbor.homePosition)
                return

            ind += 1
            if ind >= len(self.team.players):
                break
            neighbor = self.team.players[ind]

        else:
            self.coverObject(self.ball)
            return