Exemple #1
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    def __init__(self):
        a = Input()
        a.throttle = True

        b = Input()
        b.jump = True
        b.pitch = 1.0

        movements = [
            MovementInInterval(0.0, 3.0, a),
            MovementInInterval(3.0, 4.2, b)
        ]
        super().__init__(movements, clone_delay=0.8)
Exemple #2
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    def simulate_landing(self):
        dummy = Car(self.car)
        self.trajectory = [vec3(dummy.position)]
        self.landing = False
        collision_normal: Optional[vec3] = None

        dt = 1 / 60
        simulation_duration = 0.8
        for i in range(int(simulation_duration / dt)):
            dummy.step(Input(), dt)
            self.trajectory.append(vec3(dummy.position))

            collision_sphere = sphere(dummy.position, 50)
            collision_ray = Field.collide(collision_sphere)
            collision_normal = collision_ray.direction

            if (norm(collision_normal) > 0.0
                    or dummy.position[2] < 0) and i > 20:
                self.landing = True
                self.landing_pos = dummy.position
                break

        if self.landing:
            u = collision_normal
            f = normalize(dummy.velocity - dot(dummy.velocity, u) * u)
            l = normalize(cross(u, f))
            self.aerial_turn.target = mat3(f[0], l[0], u[0], f[1], l[1], u[1],
                                           f[2], l[2], u[2])
        else:
            target_direction = normalize(
                normalize(self.car.velocity) - vec3(0, 0, 3))
            self.aerial_turn.target = look_at(target_direction, vec3(0, 0, 1))
Exemple #3
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    def __init__(self, car: Car, info: Game):
        self.turn = AerialTurn(car)

        self.target = None
        self.car: Car = car
        self.info: Game = info
        self.controls = Input()
        self.jump = False
Exemple #4
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    def __init__(self, duration):

        self.duration = duration
        self.controls = Input()

        self.timer = 0
        self.counter = 0

        self.finished = False
Exemple #5
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 def car_trajectory(self, car: Car, end_time: float, dt: float = 1 / 10):
     steps = []
     test_car = Car(car)
     while test_car.time < end_time:
         dt = min(dt, end_time - test_car.time)
         test_car.step(Input(), dt)
         test_car.time += dt
         steps.append(vec3(test_car.position))
     self.polyline(steps)
Exemple #6
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    def __init__(self, car, ball, goal):

        self.car = car
        self.ball = ball
        self.goal = goal
        self.controls = Input()
        self.p_s = 0

        self.finished = False
Exemple #7
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    def get_output(self, packet: GameTickPacket):
        # wait a few ticks after initialization, so we work correctly in rlbottraining
        if self.tick_counter < 20:
            self.tick_counter += 1
            return Input()

        self.info.read_packet(packet)

        # cancel maneuver if a kickoff is happening and current maneuver isn't a kickoff maneuver
        if packet.game_info.is_kickoff_pause and not isinstance(
                self.maneuver, Kickoff):
            self.maneuver = None

        # reset maneuver when another car hits the ball
        touch = packet.game_ball.latest_touch
        if (touch.time_seconds > self.last_latest_touch_time
                and touch.player_name != packet.game_cars[self.index].name):
            self.last_latest_touch_time = touch.time_seconds

            # don't reset when we're dodging, wavedashing or recovering
            if self.maneuver and self.maneuver.interruptible():
                self.maneuver = None

        # choose maneuver
        if self.maneuver is None:

            if self.RENDERING:
                self.draw.clear()

            if self.info.get_teammates(self.info.cars[self.index]):
                self.maneuver = teamplay_strategy.choose_maneuver(
                    self.info, self.info.cars[self.index])
            else:
                self.maneuver = solo_strategy.choose_maneuver(
                    self.info, self.info.cars[self.index])

        # execute maneuver
        if self.maneuver is not None:
            self.maneuver.step(self.info.time_delta)
            self.controls = self.maneuver.controls

            if self.RENDERING:
                self.draw.group("maneuver")
                self.draw.color(self.draw.yellow)
                self.draw.string(
                    self.info.cars[self.index].position + vec3(0, 0, 50),
                    type(self.maneuver).__name__)
                self.maneuver.render(self.draw)

            # cancel maneuver when finished
            if self.maneuver.finished:
                self.maneuver = None

        if self.RENDERING:
            self.draw.execute()

        return self.controls
Exemple #8
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    def update(self, game_car: PlayerInfo, packet: GameTickPacket):
        self.position = vector3_to_vec3(game_car.physics.location)
        self.velocity = vector3_to_vec3(game_car.physics.velocity)
        self.orientation = rotator_to_mat3(game_car.physics.rotation)
        self.angular_velocity = vector3_to_vec3(game_car.physics.angular_velocity)
        self.boost = game_car.boost
        self.time = packet.game_info.seconds_elapsed
        self.on_ground = game_car.has_wheel_contact

        # Reset ctrl every tick.
        self.controls = Input()
Exemple #9
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    def __init__(self, car: Car, info: Game):
        self.target: vec3 = None
        self.car: Car = car
        self.info = info

        self.hover = Hover(car)
        self.drive = Drive(car)
        
        self.controls: Input = Input()

        self.__time_spent_on_ground = 0.0
Exemple #10
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    def step(self, dt):
        if self.jumping:
            self.controls = Input()
            # first jump for full 0.2 sec
            if self.timer <= 0.2:
                self.controls.jump = True
            # single tick between jumps
            elif self.timer <= 0.2 + dt * JUMP_FALSE_TICKS:
                self.controls.jump = False
            # second jump
            else:
                self.controls.jump = True
                self.jumping = False
            self.timer += dt

        else:
            self.finished = self.intercept.time < self.info.time

            if self.car.on_ground:
                # manage speed before jump
                distance_to_target = ground_distance(self.car.position,
                                                     self.intercept.position)
                if distance_to_target < MIN_DIST_BEFORE_SPEED_CONTROL:
                    target_speed = distance_to_target / self.time_for_jump
                    self.drive.target_speed = -target_speed if self._should_strike_backwards else target_speed
                    self.drive.step(dt)
                    self.controls = self.drive.controls

                else:
                    super().step(dt)

                # decide when to jump
                ground_vel = ground(self.car.velocity)
                direction_to_target = ground_direction(self.car.position,
                                                       self.intercept.position)
                alignment = dot(normalize(ground_vel), direction_to_target)
                # check alignment
                if alignment >= MIN_ALIGNMENT:
                    # check that speed is correct
                    speed_in_direction = dot(ground_vel, direction_to_target)
                    time_to_target = distance_to_target / speed_in_direction
                    if self.time_for_jump - ALLOWED_TIME_ERROR <= time_to_target <= self.time_for_jump + ALLOWED_TIME_ERROR:
                        self.jumping = True

            # after jump (when the car is in the air)
            else:
                # face the ball for some additional height
                self.reorient.target_orientation = look_at(
                    direction(self.car.position, self.info.ball),
                    vec3(0, 0, 1))
                self.reorient.step(dt)
                self.controls = self.reorient.controls
Exemple #11
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    def __init__(self, car: Car, use_boost=False):
        self.car = car
        self.use_boost = use_boost
        self.controls = Input()

        self.dodge = Dodge(car)
        self.dodge.duration = 0.12
        self.dodge.direction = vec2(car.forward() * (-1))

        self.s = 0.95 * sgn(
            dot(self.car.angular_velocity, self.car.up()) + 0.01)

        self.timer = 0.0

        self.finished = False
Exemple #12
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 def __init__(self, car: Car, info: Game):
     self.car: Car = car
     self.info: Game = info
     self.controls = Input()
Exemple #13
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 def __init__(self, car):
     self.car: Car = car
     self.controls: Input = Input()
     self.finished: bool = False
Exemple #14
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 def __init__(self, car: Car, index: int):
     self.car = car
     self.index = index
     self.controls: Input = Input()
     self.maneuver: Optional[Maneuver] = None
Exemple #15
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    def get_output(self, packet: GameTickPacket):
        self.time = packet.game_info.seconds_elapsed
        dt = self.time - self.prev_time
        if packet.game_info.is_kickoff_pause and not isinstance(
                self.maneuver, Kickoff):
            self.maneuver = None

        self.prev_time = self.time
        self.ticks += 1
        self.info.read_packet(packet, self.get_field_info())
        self.strategy.packet = packet
        if self.ticks < 10:
            return Input()

        #reset maneuver when another car hits the ball
        touch = packet.game_ball.latest_touch
        if ((touch.time_seconds > self.last_touch_time
             and touch.player_name != packet.game_cars[self.index].name) or
            (touch.player_name == '' and  # if latest touch info is missing
             any([
                 distance(self.info.ball, car) < 300
                 for car in self.info.opponents + self.info.teammates
             ]))):
            self.last_touch_time = touch.time_seconds
            if (self.info.my_car.on_ground and not self.controls.jump
                    and (not isinstance(self.maneuver, ShadowDefense)
                         or self.maneuver.travel.driving)):
                self.maneuver = None
                #self.reset_time = self.time

        if self.handle_training_matchcomms():
            self.info.predict_ball(
                self.PREDICTION_RATE * self.PREDITION_DURATION,
                1 / self.PREDICTION_RATE)
            self.maneuver = get_maneuver_by_name(self.matchcomms_message,
                                                 self.info)
            print("Training: Setting " + self.matchcomms_message)

        # choose maneuver
        if self.maneuver is None:

            if self.RENDERING:
                self.draw.clear()

            self.info.predict_ball(
                self.PREDICTION_RATE * self.PREDITION_DURATION,
                1 / self.PREDICTION_RATE)

            self.maneuver = self.strategy.choose_maneuver()

            name = str(type(self.maneuver).__name__)
            print(name)

            self.last_ball_vel = norm(self.info.ball.velocity)

        # execute maneuver
        if self.maneuver is not None:
            self.maneuver.step(dt)
            self.controls = self.maneuver.controls

            if self.RENDERING:
                self.draw.group("maneuver")
                self.maneuver.render(self.draw)

            if self.maneuver.finished:
                self.maneuver = None

        for pad in self.info.large_boost_pads:
            self.draw.string(pad.position, str(pad.is_full_boost))

        if self.RENDERING:
            self.draw.execute()

        self.maybe_chat(packet)
        self.chat.step(packet)

        return self.controls
Exemple #16
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 def __init__(self, car: Car):
     self.turn = AerialTurn(car)
     self.target: vec3 = None
     self.car: Car = car
     self.up: vec3 = None
     self.controls: Input = Input()