Exemple #1
0
    def rotate(self,packet):

        #continue any strike after checking it
        if self.current_strike is not None:
            if check_strike(packet,self.ball_prediction,self.current_strike) and abs(self.current_strike.slice_location.y) > abs(self.bot_car.location.y):
                self.active_sequence, strike_controls, strike_location, strike_time = execute_strike(packet,self.bot_car,self.current_strike,self.foes)
                self.controls = strike_controls
                self.renderer.draw_rect_3d(strike_location, 8, 8, True, self.renderer.red(), centered=True)
                self.renderer.draw_line_3d(self.bot_car.location, strike_location, self.renderer.white())
                self.renderer.draw_string_2d(20,20,3,3,f"throttle: {self.controls.throttle}",self.renderer.white())
                return
            else:
                self.current_strike = None


        #aim at the post opposite where the ball is
        target_location = self.posts[self.bot_car.team][0] if self.ball.location.x < 0 else self.posts[self.bot_car.team][1]
        #wavedash to rotate quicker
        if self.bot_car.location.dist(target_location) > 3000 and self.bot_car.stable and self.bot_car.orientation.forward.ang_to(target_location-self.bot_car.location)<0.3 and 500<self.bot_car.velocity.length()<1600:
            self.active_sequence, self.controls = wavedash(packet)
            return

        #add something to avoid collisions later
        if self.bot_car.location.point_in_path(target_location - self.bot_car.location,self.ball.location):
            target_location = self.ball.location + Vec3(0,math.copysign(150,target_location.x),0)
        for ally in self.allies:
            if self.bot_car.location.point_in_path(target_location - self.bot_car.location,ally.location):
                target_location = ally.location + Vec3(0,math.copysign(150,target_location.x),0)
                


        #drive toward target
        self.controls.throttle = 1.0
        self.steer_toward(self.bot_car,target_location)
        self.renderer.draw_rect_3d(target_location, 8, 8, True, self.renderer.cyan(), centered=True)
        self.renderer.draw_line_3d(self.bot_car.location, target_location, self.renderer.white())
        return
Exemple #2
0
    def support(self, packet, position:int):

        #continue any strike after checking it
        if self.current_strike is not None:
            if check_strike(packet,self.ball_prediction,self.current_strike) and self.current_strike.slice_time-packet.game_info.seconds_elapsed < 1.5:
                self.active_sequence, strike_controls, strike_location, strike_time = execute_strike(packet,self.bot_car,self.current_strike,self.foes)
                self.controls = strike_controls
                self.renderer.draw_rect_3d(strike_location, 8, 8, True, self.renderer.red(), centered=True)
                self.renderer.draw_line_3d(self.bot_car.location, strike_location, self.renderer.white())
                self.renderer.draw_string_2d(20,20,3,3,f"throttle: {self.controls.throttle}",self.renderer.white())
                return
            else:
                self.current_strike = None
        
        target_location = Vec3(0,0,0)
        if position==1:        
            target_location = self.ball.location.flat() + Vec3(-self.ball.location.x/2,(self.bot_car.team*2-1)*3000,0)

        else:
            target_location = self.ball.location.flat() + (Vec3(0,(self.bot_car.team*2-1)*6500,0) - self.ball.location.flat()).rescale(6000)

        target_location = self.point_in_field(target_location)

        #second man in net on defence, or if would drive up wall
        if self.ball.location.y *(2*self.bot_car.team-1)>0 and self.ball.velocity.y *(2*self.bot_car.team-1)>0 or abs(target_location.y)>4600:
            target_location = Vec3(0,5200*(2*self.bot_car.team-1),0)
            #if it needs to drive around posts, do it
            in_goal = self.bot_car.location.within(self.goal_corners[self.bot_car.team][0],self.goal_corners[self.bot_car.team][1])
            post0_ang = self.collision_posts[self.bot_car.team][0].__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
            std_ang_to_target = target_location.__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
            facing_ang = self.bot_car.orientation.forward.ang_to(Vec3(1,0,1))
            post1_ang = self.collision_posts[self.bot_car.team][1].__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
            travel_between_posts = post0_ang < std_ang_to_target < post1_ang
            facing_between_posts = post0_ang < facing_ang < post1_ang
            if not in_goal and not travel_between_posts:
                target_location = Vec3(0,5000*(2*self.bot_car.team-1),0)
            for ally in self.allies:
                if ally.location.within(self.goal_corners[self.bot_car.team][0],self.goal_corners[self.bot_car.team][1]):
                    target_location = Vec3(-1*math.copysign(950,self.ball.location.x),4900,0)

            self.controls.throttle = min(self.bot_car.location.dist(target_location)**2/1000**2,1)
            if in_goal and self.bot_car.orientation.forward.y*(1-2*self.bot_car.team) >0.7 and abs(self.bot_car.location.y) <5220:
                self.controls.throttle = 0 if self.bot_car.velocity.length() <20 else -1*math.copysign(1,self.bot_car.velocity.dot(self.bot_car.orientation.forward))
            self.steer_toward(self.bot_car, target_location)
            self.renderer.draw_rect_3d(target_location, 8, 8, True, self.renderer.cyan(), centered=True)
            self.renderer.draw_line_3d(self.bot_car.location, target_location, self.renderer.white())
            return

        #exit goal if needed
        ##try:
        in_goal = self.bot_car.location.within(self.goal_corners[self.bot_car.team][0],self.goal_corners[self.bot_car.team][1])
        post0_ang = self.collision_posts[self.bot_car.team][0].__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
        std_ang_to_target = target_location.__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
        post1_ang = self.collision_posts[self.bot_car.team][1].__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
        between_posts = post0_ang < std_ang_to_target < post1_ang
        if not between_posts and in_goal:
            target_location = Vec3(0,(2*self.team-1)*5000,0)
            self.controls.throttle = min(self.bot_car.location.dist(target_location)**2/800**2+0.1,1)
            self.steer_toward(self.bot_car, target_location)
            self.renderer.draw_rect_3d(target_location, 8, 8, True, self.renderer.cyan(), centered=True)
            self.renderer.draw_line_3d(self.bot_car.location, target_location, self.renderer.white())
            return
        ##except:
            ##stub="catch div 0 errors"

        self.controls.throttle = min(self.bot_car.location.dist(target_location)**2/1000**2,1)
        self.steer_toward(self.bot_car, target_location)
        self.renderer.draw_rect_3d(target_location, 8, 8, True, self.renderer.cyan(), centered=True)
        self.renderer.draw_line_3d(self.bot_car.location, target_location, self.renderer.white())
        return
Exemple #3
0
    def defend(self,packet):
        #get the vector of the ball to where it will hit the goal (
        ball_to_goal = self.ball.velocity.flat()
        if ball_to_goal.length()!=0:
            ball_to_goal = ball_to_goal.rescale(((5120-abs(self.ball.location.y))/abs(ball_to_goal.y)))
        #target 2/3 way between ball and goal
        target_location = self.ball.location + ball_to_goal/1.5

        #get vector of ball from the cone of own net
        ideal_shot = self.ball.location.flat() - Vec3(0,-8000,0) if self.bot_car.team==0 else self.ball.location.flat() - Vec3(0,8000,0)
        #ideal shot is to corner if on other side of ball
        going_to_overtake_ball = (self.bot_car.location-Vec3(0,6000*(2*self.bot_car.team-1),0)).scalar_proj(self.ball.location-Vec3(0,6000*(2*self.bot_car.team-1),0))+100 > Vec3(0,6000*(2*self.bot_car.team-1),0).dist(self.ball.location)
        if going_to_overtake_ball:
            ideal_shot = Vec3(math.copysign(4096,(ball_to_goal+self.ball.location).x),(self.team*2-1)*5120,0) - self.ball.location
        

        
        
        #continue any strike after checking it
        if self.current_strike is not None:
            if check_strike(packet,self.ball_prediction,self.current_strike):
                
                #otherwise, continue on strike
                self.active_sequence, strike_controls, strike_location, strike_time = execute_strike(packet,self.bot_car,self.current_strike,self.foes,defence=True)
                self.controls = strike_controls
                self.renderer.draw_rect_3d(strike_location, 8, 8, True, self.renderer.red(), centered=True)
                self.renderer.draw_line_3d(self.bot_car.location, strike_location, self.renderer.white())
                self.renderer.draw_string_2d(20,20,3,3,f"throttle: {self.controls.throttle}",self.renderer.white())

                #drive out of goal > priority
                in_goal = self.bot_car.location.within(self.goal_corners[self.bot_car.team][0],self.goal_corners[self.bot_car.team][1])
                post0_ang = self.collision_posts[self.bot_car.team][0].__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
                std_ang_to_target = strike_location.__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
                post1_ang = self.collision_posts[self.bot_car.team][1].__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
                between_posts = post0_ang < std_ang_to_target < post1_ang
                if not between_posts and in_goal:
                    target_location = Vec3(0,(2*self.team-1)*5000,0)
                    self.controls.throttle = 1
                    self.steer_toward(self.bot_car, target_location)
                    self.renderer.draw_rect_3d(target_location, 8, 8, True, self.renderer.cyan(), centered=True)
                    self.renderer.draw_line_3d(self.bot_car.location, target_location, self.renderer.white())
                    return

                return
            else:
                self.current_strike = None

       

        #try to find  strikes
        if self.ball.velocity.length()!=0 and self.current_strike is None and self.bot_car.stable:
            strikes = find_strikes(packet,self.ball_prediction,self.bot_car,ideal_shot,defence=True)
            for strike in strikes:
                if strike.strike_type==strike_types.simple_linear:
                    #linear, will check if line to strike location goes into net
                    post0_ang = self.posts[self.bot_car.team][0].__sub__(self.ball.location).flat().ang_to(Vec3(1,0,0))
                    car_slice_ang = (strike.slice_location - self.bot_car.location).flat().ang_to(Vec3(1,0,0))
                    post1_ang = self.posts[self.bot_car.team][1].__sub__(self.ball.location).flat().ang_to(Vec3(1,0,0))
                    between_posts = post0_ang < car_slice_ang < post1_ang
                    if abs(self.bot_car.location.y)>abs(self.ball.location.y):
                        #clear if on correct side
                        if self.current_strike is not None:
                            self.current_strike = strike if strike.slice_time<self.current_strike.slice_time else self.current_strike
                        else:
                            self.current_strike = strike
                    elif all(abs(ally.location.y-(1-ally.team*2)*6000) < abs(self.bot_car.location.y-(1-ally.team*2)*6000) or abs(ally.location.x)>2500 for ally in self.allies) and not between_posts:
                        #clear to corner
                        if self.current_strike is not None:
                            self.current_strike = strike if strike.slice_time<self.current_strike.slice_time else self.current_strike
                        else:
                            self.current_strike = strike
                elif strike.strike_type==strike_types.linear_jump or strike.strike_type==strike_types.linear_dblj:                    
                    #linear, will check if line to strike location goes into net
                    post0_ang = self.posts[self.bot_car.team][0].__sub__(self.ball.location).flat().ang_to(Vec3(1,0,0))
                    car_slice_ang = (strike.slice_location - self.bot_car.location).flat().ang_to(Vec3(1,0,0))
                    post1_ang = self.posts[self.bot_car.team][1].__sub__(self.ball.location).flat().ang_to(Vec3(1,0,0))
                    between_posts = post0_ang < car_slice_ang < post1_ang
                    if abs(self.bot_car.location.y)>abs(self.ball.location.y):
                        #clear if on correct side
                        if self.current_strike is not None:
                            self.current_strike = strike if strike.slice_time<self.current_strike.slice_time else self.current_strike
                        else:
                            self.current_strike = strike
                    elif all(abs(ally.location.y-(1-ally.team*2)*6000) < abs(self.bot_car.location.y-(1-ally.team*2)*6000) or abs(ally.location.x)>2500 for ally in self.allies) and not between_posts:
                        #clear to corner
                        if self.current_strike is not None:
                            self.current_strike = strike if strike.slice_time<self.current_strike.slice_time else self.current_strike
                        else:
                            self.current_strike = strike

            #execute straight away
            if self.current_strike is not None:
                self.active_sequence, strike_controls, strike_location, strike_time = execute_strike(packet,self.bot_car,self.current_strike,self.foes,defence=True)
                self.controls = strike_controls
                self.renderer.draw_rect_3d(strike_location, 8, 8, True, self.renderer.red(), centered=True)
                self.renderer.draw_line_3d(self.bot_car.location, strike_location, self.renderer.white())
                self.renderer.draw_string_2d(20,20,3,3,f"throttle: {self.controls.throttle}",self.renderer.white())

                #drive out of goal > priority
                in_goal = self.bot_car.location.within(self.goal_corners[self.bot_car.team][0],self.goal_corners[self.bot_car.team][1])
                post0_ang = self.collision_posts[self.bot_car.team][0].__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
                std_ang_to_target = strike_location.__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
                post1_ang = self.collision_posts[self.bot_car.team][1].__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
                between_posts = post0_ang < std_ang_to_target < post1_ang
                if not between_posts and in_goal:
                    target_location = Vec3(0,(2*self.team-1)*5000,0)
                    self.controls.throttle = 1
                    self.steer_toward(self.bot_car, target_location)
                    self.renderer.draw_rect_3d(target_location, 8, 8, True, self.renderer.cyan(), centered=True)
                    self.renderer.draw_line_3d(self.bot_car.location, target_location, self.renderer.white())
                    return

                return
        """
        keep the rest for now, esp for defence
        """
        #changed to if car is further from goal than ball
        if Vec3(0,6000*(2*self.bot_car.team-1),0).dist(self.bot_car.location) > Vec3(0,6000*(2*self.bot_car.team-1),0).dist(self.ball.location)-100:
            offset = self.bot_car.vec_to_ball.flat().cross(Vec3(0,0,1)).normalized()
            if offset.y>0 and self.ball.velocity.y <0 or offset.y<0 and self.ball.velocity.y >0:
                offset = -offset
            target_location = target_location + 150*offset
            self.controls.throttle=1.0
            self.steer_toward(self.bot_car, target_location)
            self.renderer.draw_rect_3d(target_location, 8, 8, True, self.renderer.cyan(), centered=True)
            self.renderer.draw_line_3d(self.bot_car.location, target_location, self.renderer.white())
            return
        

        #Drive to the point, using atan to slow when close to the point (judged by d/v)
        est_time = -1
        try:
            est_time = self.bot_car.location.dist(target_location) / self.bot_car.velocity.flat().scalar_proj((target_location - self.bot_car.location).flat())
        except:
            stub="catch div 0"
        self.controls.throttle = (2*math.atan(est_time)/math.pi)*1.2-0.2 if est_time>0 else 1
        self.steer_toward(self.bot_car, target_location)
        self.renderer.draw_rect_3d(target_location, 8, 8, True, self.renderer.cyan(), centered=True)
        self.renderer.draw_line_3d(self.bot_car.location, target_location, self.renderer.white())
        return
Exemple #4
0
    def clear(self,packet):

        #get vector of ball from the cone of own net
        ideal_shot = self.ball.location.flat() - Vec3(0,-8000,0) if self.bot_car.team==0 else self.ball.location.flat() - Vec3(0,8000,0)
        
        #find a future position based off the distance from the ball, using the current location as a backup
        future_location = self.ball.location
        future_velocity = self.ball.velocity


        #continue any strike after checking it
        if self.current_strike is not None and self.bot_car.stable:
            if check_strike(packet, self.ball_prediction, self.current_strike):
                self.active_sequence, strike_controls, strike_location, strike_time = execute_strike(packet,self.bot_car,self.current_strike,self.foes)
                self.controls = strike_controls

                #drive out of goal > priority
                in_goal = self.bot_car.location.within(self.goal_corners[self.bot_car.team][0],self.goal_corners[self.bot_car.team][1])
                post0_ang = self.collision_posts[self.bot_car.team][0].__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
                std_ang_to_target = self.current_strike.slice_location.__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
                post1_ang = self.collision_posts[self.bot_car.team][1].__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
                between_posts = post0_ang < std_ang_to_target < post1_ang
                if not between_posts and in_goal:
                    target_location = Vec3(0,(2*self.team-1)*5000,0)
                    self.controls.throttle = 1
                    self.steer_toward(self.bot_car, target_location)
                    self.renderer.draw_rect_3d(target_location, 8, 8, True, self.renderer.cyan(), centered=True)
                    self.renderer.draw_line_3d(self.bot_car.location, target_location, self.renderer.white())
                    return

                
                self.renderer.draw_rect_3d(strike_location, 8, 8, True, self.renderer.red(), centered=True)
                self.renderer.draw_line_3d(self.bot_car.location, strike_location, self.renderer.white())
                self.renderer.draw_string_2d(20,20,3,3,f"throttle: {self.controls.throttle}",self.renderer.white())
                return
            else:
                self.current_strike = None

       

        #try to find  strikes
        if self.ball.velocity.length()!=0 and self.current_strike is None:
            strikes = find_strikes(packet,self.ball_prediction,self.bot_car,ideal_shot)
            for strike in strikes:
                if strike.strike_type==strike_types.simple_linear:
                    #linear
                    if (strike.slice_location - Vec3(0,5500*(self.bot_car.team*2-1),0)).ang_to(self.bot_car.orientation.forward) < 2.2:
                        #if linear strike is not a massive angle from the goal
                        if self.current_strike is not None:
                            self.current_strike = strike if strike.slice_time<self.current_strike.slice_time else self.current_strike
                        else:
                            self.current_strike = strike
                elif strike.strike_type==strike_types.linear_jump:
                    #long jump
                    if (strike.slice_location - Vec3(0,5500*(self.bot_car.team*2-1),0)).ang_to(self.bot_car.orientation.forward) < 2:
                        #if linear strike is not a massive angle from the goal
                        if self.current_strike is not None:
                            self.current_strike = strike if strike.slice_time<self.current_strike.slice_time else self.current_strike
                        else:
                            self.current_strike = strike
                elif strike.strike_type==strike_types.linear_dblj:
                    #double jump
                    if (strike.slice_location - Vec3(0,5500*(self.bot_car.team*2-1),0)).ang_to(self.bot_car.orientation.forward) < 2:
                        #if linear strike is not a massive angle from the goal
                        if self.current_strike is not None:
                            self.current_strike = strike if strike.slice_time<self.current_strike.slice_time else self.current_strike
                        else:
                            self.current_strike = strike

            #execute straight away if one was chosen:

                
            #execute
            if self.current_strike is not None:
                #drive out of goal > priority
                in_goal = self.bot_car.location.within(self.goal_corners[self.bot_car.team][0],self.goal_corners[self.bot_car.team][1])
                post0_ang = self.collision_posts[self.bot_car.team][0].__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
                std_ang_to_target = self.current_strike.slice_location.__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
                post1_ang = self.collision_posts[self.bot_car.team][1].__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
                between_posts = post0_ang < std_ang_to_target < post1_ang
                if not between_posts and in_goal:
                    target_location = Vec3(0,(2*self.team-1)*5000,0)
                    self.controls.throttle = 1
                    self.steer_toward(self.bot_car, target_location)
                    self.renderer.draw_rect_3d(target_location, 8, 8, True, self.renderer.cyan(), centered=True)
                    self.renderer.draw_line_3d(self.bot_car.location, target_location, self.renderer.white())
                    return
                    
                #execute
                self.active_sequence, strike_controls, strike_location, strike_time = execute_strike(packet,self.bot_car,self.current_strike,self.foes)
                self.controls = strike_controls
                    
                self.renderer.draw_rect_3d(strike_location, 8, 8, True, self.renderer.red(), centered=True)
                self.renderer.draw_line_3d(self.bot_car.location, strike_location, self.renderer.white())
                self.renderer.draw_string_2d(20,20,3,3,f"throttle: {self.controls.throttle}",self.renderer.white())
                return

                            
        #position for a better shot
        future_location, future_velocity = Vec3(self.ball.location), Vec3(self.ball.velocity)

        future_slice = find_slice_at_time(self.ball_prediction,packet.game_info.seconds_elapsed + 2)
        if future_slice is not None:
            future_location = Vec3(future_slice.physics.location)
            future_velocity = Vec3(future_slice.physics.velocity)
            self.renderer.draw_line_3d(self.ball.location, future_location, self.renderer.cyan())

        target_location = self.point_in_field(future_location.flat()+ideal_shot.rescale(-500))


        #drive out of goal > priority
        in_goal = self.bot_car.location.within(self.goal_corners[self.bot_car.team][0],self.goal_corners[self.bot_car.team][1])
        post0_ang = self.collision_posts[self.bot_car.team][0].__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
        std_ang_to_target = target_location.__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
        post1_ang = self.collision_posts[self.bot_car.team][1].__sub__(self.bot_car.location).flat().ang_to(Vec3(1,0,0))
        between_posts = post0_ang < std_ang_to_target < post1_ang
        if not between_posts and in_goal:
            target_location = Vec3(0,(2*self.team-1)*5000,0)
            self.controls.throttle = 1
            self.steer_toward(self.bot_car, target_location)
            self.renderer.draw_rect_3d(target_location, 8, 8, True, self.renderer.cyan(), centered=True)
            self.renderer.draw_line_3d(self.bot_car.location, target_location, self.renderer.white())
            return
        self.controls.throttle = 1.0
        self.steer_toward(self.bot_car, target_location)
        self.renderer.draw_rect_3d(target_location, 8, 8, True, self.renderer.cyan(), centered=True)
        self.renderer.draw_line_3d(self.bot_car.location, target_location, self.renderer.white())
        return
Exemple #5
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    def shoot(self,packet):
        
        #get vector of ball to the back of other net
        ideal_shot = Vec3(0,6000,0) - self.ball.location.flat() if self.bot_car.team==0 else Vec3(0,-6000,0) - self.ball.location.flat()
        
               
        #continue any strike after checking it
        if self.current_strike is not None:
            if check_strike(packet, self.ball_prediction, self.current_strike):
                self.active_sequence, strike_controls, strike_location, strike_time = execute_strike(packet,self.bot_car,self.current_strike,self.foes)
                self.controls = strike_controls
                self.renderer.draw_rect_3d(strike_location, 8, 8, True, self.renderer.red(), centered=True)
                self.renderer.draw_line_3d(self.bot_car.location, strike_location, self.renderer.white())
                self.renderer.draw_string_2d(20,20,3,3,f"throttle: {self.controls.throttle}",self.renderer.white())
                return
            else:
                self.current_strike = None

        
        #try to find  strikes
        if self.ball.velocity.length()!=0 and self.current_strike is None and self.bot_car.stable:
            strikes = find_strikes(packet, self.ball_prediction, self.bot_car, ideal_shot)
            for strike in strikes:
                if strike.strike_type==strike_types.simple_linear:
                    #linear
                    if (Vec3(0,6000*(1-self.bot_car.team*2),0) - strike.slice_location).ang_to(self.bot_car.orientation.forward) < 2:
                        #if linear strike is not a massive angle from the goal
                        if self.current_strike is not None:
                            self.current_strike = strike if strike.slice_time<self.current_strike.slice_time else self.current_strike
                        else:
                            self.current_strike = strike
                elif strike.strike_type==strike_types.linear_jump:
                    #long jump
                    if (Vec3(0,6000*(1-self.bot_car.team*2-1),0) - strike.slice_location).ang_to(self.bot_car.orientation.forward) < 2:
                        #if linear strike is not a massive angle from the goal
                        if self.current_strike is not None:
                            self.current_strike = strike if strike.slice_time<self.current_strike.slice_time else self.current_strike
                        else:
                            self.current_strike = strike
                elif strike.strike_type==strike_types.linear_dblj:
                    #double jump
                    if (Vec3(0,6000*(1-self.bot_car.team*2-1),0) - strike.slice_location).ang_to(self.bot_car.orientation.forward) < 2:
                        #if linear strike is not a massive angle from the goal
                        if self.current_strike is not None:
                            self.current_strike = strike if strike.slice_time<self.current_strike.slice_time else self.current_strike
                        else:
                            self.current_strike = strike

            #execute straight away if one was chosen
            if self.current_strike is not None:
                self.active_sequence, strike_controls, strike_location, strike_time = execute_strike(packet,self.bot_car,self.current_strike,self.foes)
                self.controls = strike_controls
                self.renderer.draw_rect_3d(strike_location, 8, 8, True, self.renderer.red(), centered=True)
                self.renderer.draw_line_3d(self.bot_car.location, strike_location, self.renderer.white())
                self.renderer.draw_string_2d(20,20,3,3,f"throttle: {self.controls.throttle}",self.renderer.white())
                return

        #position to get a shot on the ball

        future_location, future_velocity = Vec3(self.ball.location), Vec3(self.ball.velocity)

        future_slice = find_slice_at_time(self.ball_prediction,packet.game_info.seconds_elapsed + 2)
        if future_slice is not None:
            future_location = Vec3(future_slice.physics.location)
            future_velocity = Vec3(future_slice.physics.velocity)
            self.renderer.draw_line_3d(self.ball.location, future_location, self.renderer.cyan())

        target_location = self.point_in_field(future_location.flat()+ideal_shot.rescale(-500))
        self.controls.throttle = 1.0
        self.steer_toward(self.bot_car, target_location)
        self.renderer.draw_rect_3d(target_location, 8, 8, True, self.renderer.cyan(), centered=True)
        self.renderer.draw_line_3d(self.bot_car.location, target_location, self.renderer.white())
        return