def set_kickoff_maneuvers(self, drones: List[Drone]): nearest_drone = min( drones, key=lambda drone: ground_distance(drone.car, self.info.ball)) nearest_drone.maneuver = kickoffs.choose_kickoff( self.info, nearest_drone.car) self.drone_going_for_ball = nearest_drone self.boost_reservations.clear() corner_drones = [ drone for drone in drones if abs(drone.car.position[0]) > 2000 ] if len(corner_drones) > 1: other_corner_drone = next(drone for drone in corner_drones if drone is not nearest_drone) nearest_pad = min( self.info.large_boost_pads, key=lambda pad: distance(other_corner_drone.car, pad)) other_corner_drone.maneuver = HalfFlipPickup( other_corner_drone.car, nearest_pad) self.boost_reservations[other_corner_drone] = nearest_pad self.defending_drone = max( drones, key=lambda drone: ground_distance(drone.car, self.info.ball)) self.defending_drone.maneuver = DriveBackwardsToGoal( self.defending_drone.car, self.info) for drone in drones: if drone not in corner_drones + [self.defending_drone ] + [self.drone_going_for_ball]: self.send_drone_for_boost(drone)
def choose_maneuver(info: GameInfo, my_car: Car): ball = info.ball teammates = info.get_teammates(my_car) my_team = [my_car] + teammates their_goal = ground(info.their_goal.center) my_goal = ground(info.my_goal.center) # recovery if not my_car.on_ground: return Recovery(my_car) # kickoff if ball.position[0] == 0 and ball.position[1] == 0: # if I'm nearest to the ball, go for kickoff if min(my_team, key=lambda car: distance(car, ball)) is my_car: return kickoffs.choose_kickoff(info, my_car) if my_car.boost < 20: return Refuel(my_car, info) info.predict_ball() my_intercept = Intercept(my_car, info.ball_predictions) teammates_intercepts = [ Intercept(mate, info.ball_predictions) for mate in teammates ] our_intercepts = teammates_intercepts + [my_intercept] good_intercepts = [ i for i in our_intercepts if align(i.car.position, i.ball, their_goal) > 0.0 ] if good_intercepts: best_intercept = min(good_intercepts, key=lambda intercept: intercept.time) else: best_intercept = min(our_intercepts, key=lambda i: distance(i.car, my_goal)) if best_intercept is my_intercept: # if not completely out of position, go for a shot if (align(my_intercept.car.position, my_intercept.ball, their_goal) > 0 or ground_distance(my_intercept, my_goal) > 6000): return offense.any_shot(info, my_intercept.car, their_goal, my_intercept) # otherwise try to clear else: return defense.any_clear(info, my_intercept.car) # if I'm nearest to goal, stay far back if min(my_team, key=lambda car: distance(car, my_goal)) is my_car: return GeneralDefense(my_car, info, my_intercept.position, 7000) # otherwise get into position return GeneralDefense(my_car, info, my_intercept.position, 4000)
def choose_maneuver(info: GameInfo, my_car: Car): ball = info.ball their_goal = ground(info.their_goal.center) my_goal = ground(info.my_goal.center) opponents = info.get_opponents() # recovery if not my_car.on_ground: return Recovery(my_car) # kickoff if ball.position[0] == 0 and ball.position[1] == 0: return kickoffs.choose_kickoff(info, my_car) info.predict_ball() my_intercept = Intercept(my_car, info.ball_predictions) their_intercepts = [ Intercept(opponent, info.ball_predictions) for opponent in opponents ] their_intercept = min(their_intercepts, key=lambda i: i.time) opponent = their_intercept.car banned_boostpads = { pad for pad in info.large_boost_pads if abs(pad.position[1] - their_goal[1]) < abs(my_intercept.position[1] - their_goal[1]) or abs(pad.position[0] - my_car.position[0]) > 6000 } # if ball is in a dangerous position, clear it if (ground_distance(my_intercept, my_goal) < 3000 and (abs(my_intercept.position[0]) < 2000 or abs(my_intercept.position[1]) < 4500) and my_car.position[2] < 300): if align(my_car.position, my_intercept.ball, their_goal) > 0.5: return offense.any_shot(info, my_intercept.car, their_goal, my_intercept, allow_dribble=True) return defense.any_clear(info, my_intercept.car) # if I'm low on boost and the ball is not near my goal, go for boost if my_car.boost < 10 and ground_distance(my_intercept, their_goal) > 3000: refuel = Refuel(my_car, info, forbidden_pads=banned_boostpads) if refuel.pad: return refuel ball_in_their_half = abs(my_intercept.position[1] - their_goal[1]) < 3000 shadow_distance = 4000 if ball_in_their_half else 6000 # if they can hit the ball sooner than me and they aren't out of position, wait in defense if (their_intercept.time < my_intercept.time and align(opponent.position, their_intercept.ball, my_goal) > -0.1 + opponent.boost / 100 and ground_distance(opponent, their_intercept) > 300 and dot(opponent.velocity, ground_direction(their_intercept, my_goal)) > 0): return GeneralDefense(my_car, info, my_intercept.position, shadow_distance, force_nearest=ball_in_their_half) # if not completely out of position, go for a shot if (align(my_car.position, my_intercept.ball, their_goal) > -0.5 or ground_distance(my_intercept, their_goal) < 2000 or ground_distance(opponent, their_intercept) < 300): if my_car.position[2] < 300: shot = offense.any_shot(info, my_intercept.car, their_goal, my_intercept, allow_dribble=True) if (not isinstance(shot, Strike) or shot.intercept.time < their_intercept.time or abs(shot.intercept.position[0]) < 3500): return shot if my_car.boost < 30: refuel = Refuel(my_car, info, forbidden_pads=banned_boostpads) if refuel.pad: return refuel # fallback return GeneralDefense(my_car, info, my_intercept.position, shadow_distance, force_nearest=ball_in_their_half)