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)
Exemple #3
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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)