Esempio n. 1
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 def moveAgent(self, world):
     myTeam, enemyTeam, balls, obstacles = self.buildEgoCentricRepresentationOfWorld(world)
     deltaPos, deltaRot, actions = self.brain.takeStep(myTeam, enemyTeam, balls, obstacles)
     #handle movements
     if not self.isStunned:
         #check if agent is within required area
         if distBetween(self.position, array([0, 0, 0])) < self.maxDistance:
             self.rotateAgent(deltaRot)
             self.translateAgent(deltaPos)
         
     #handle actions
     if not self.isStunned:
         for action in actions:
             #handle stun action
             if action.__class__.__name__ == 'Stun':
                 for agent in world.agents:
                     if agent.getUID() == action.agentUID:
                         if distBetween(self.position, agent.position) < self.stunRange:
                             agent.stun(action.duration)
             #handle kick action
             if action.__class__.__name__ == 'Kick':
                 for ball in world.balls:
                     if ball.getUID() == action.ballUID:
                         if distBetween(self.position, ball.position) < 20:
                             globalDirection = dot(action.direction, rotMatrixFromYPR(self.rotation))
                             ball.kick(globalDirection, action.intensity)
     #Unstun Self
     if self.isStunned:
         if not (self.lastStunned == -1 and self.stunDuration == -1):
             if SimTime.time - self.lastStunned > float(self.stunDuration):
                 self.isStunned = False
                 self.lastStunned = -1
                 self.stunDuration = -1
Esempio n. 2
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    def updatePhysics(self, world):
        if self.isDynamic:
            #move with velocity
            self.position += self.velocity * SimTime.fixedDeltaTime
#             print "Ballin to"+str(self.velocity * SimTime.fixedDeltaTime)
            self.velocity *= 0.99  

            #Handle collisions with world bounds
            if self.position[2] < -world.height:
                self.position[2] = -world.height + 0.1
                self.velocity = reflectVector(self.velocity, array([0, 0, 1]))
            if self.position[2] > world.height:
                self.position[2] = world.height - 0.1
                self.velocity = reflectVector(self.velocity, array([0, 0, -1]))
            if self.position[1] < -world.width:
                self.position[1] = -world.width + 0.1
                self.velocity = reflectVector(self.velocity, array([0, 1, 0]))
            if self.position[1] > world.width:
                self.position[1] = world.width - 0.1
                self.velocity = reflectVector(self.velocity, array([0, -1, 0]))
            if self.position[0] < -world.width:
                self.position[0] = -world.width + 0.1
                self.velocity = reflectVector(self.velocity, array([1, 0, 0]))
            if self.position[0] > world.width:
                self.position[0] = world.width - 0.1
                self.velocity = reflectVector(self.velocity, array([-1, 0, 0]))
            
            #collision of obstacles
            for obstacle in world.obstacles:
                nextPos = self.position + self.velocity
                if distBetween(nextPos, obstacle.position) < self.radius + obstacle.radius:
                    normal = normalize(nextPos - obstacle.position)
                    self.velocity = reflectVector(self.velocity, normal)
                    
            
            #stop when ball hits agents
            for agent in world.agents:
                nextPos = self.position + self.velocity
                if distBetween(nextPos, agent.position) < self.radius + agent.colRadius:
                    self.velocity = array([0, 0, 0])
                    
            #clamp ball speed
            mag = np.linalg.norm(self.velocity)
            if mag > 200:
                self.velocity = normalize(self.velocity) * 200
Esempio n. 3
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    def fixedLoop(self):
        for agent in self.world.agents:
            agent.moveAgent(self.world)

        for ball in self.world.balls:  
            if len(self.ballWPs) > 0:  
                ball.moveBall(self.ballWPs[self.currWP], 1)
                if distBetween(ball.position, self.ballWPs[self.currWP]) < 0.5:
                    self.currWP = (self.currWP + 1)%len(self.ballWPs)
Esempio n. 4
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    def fixedLoop(self):
        for agent in self.world.agents:
            agent.moveAgent(self.world)

        for ball in self.world.balls:
            if len(self.ballWPs) > 0:
                ball.moveBall(self.ballWPs[self.currWP], 1)
                if distBetween(ball.position, self.ballWPs[self.currWP]) < 0.5:
                    self.currWP = (self.currWP + 1) % len(self.ballWPs)
Esempio n. 5
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    def updatePhysics(self, world):
        if self.isDynamic:
            # move with velocity
            self.position += self.velocity * SimTime.fixedDeltaTime
            #             print "Ballin to"+str(self.velocity * SimTime.fixedDeltaTime)
            self.velocity *= 0.99

            # Handle collisions with world bounds
            if self.position[2] < -world.height:
                self.position[2] = -world.height + 0.1
                self.velocity = reflectVector(self.velocity, array([0, 0, 1]))
            if self.position[2] > world.height:
                self.position[2] = world.height - 0.1
                self.velocity = reflectVector(self.velocity, array([0, 0, -1]))
            if self.position[1] < -world.width:
                self.position[1] = -world.width + 0.1
                self.velocity = reflectVector(self.velocity, array([0, 1, 0]))
            if self.position[1] > world.width:
                self.position[1] = world.width - 0.1
                self.velocity = reflectVector(self.velocity, array([0, -1, 0]))
            if self.position[0] < -world.width:
                self.position[0] = -world.width + 0.1
                self.velocity = reflectVector(self.velocity, array([1, 0, 0]))
            if self.position[0] > world.width:
                self.position[0] = world.width - 0.1
                self.velocity = reflectVector(self.velocity, array([-1, 0, 0]))

            # collision of obstacles
            for obstacle in world.obstacles:
                nextPos = self.position + self.velocity
                if distBetween(nextPos, obstacle.position) < self.radius + obstacle.radius:
                    normal = normalize(nextPos - obstacle.position)
                    self.velocity = reflectVector(self.velocity, normal)

            # stop when ball hits agents
            for agent in world.agents:
                nextPos = self.position + self.velocity
                if distBetween(nextPos, agent.position) < self.radius + agent.colRadius:
                    self.velocity = array([0, 0, 0])

            # clamp ball speed
            mag = np.linalg.norm(self.velocity)
            if mag > 200:
                self.velocity = normalize(self.velocity) * 200
Esempio n. 6
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    def moveAgent(self, world):
        myTeam, enemyTeam, balls, obstacles = self.buildEgoCentricRepresentationOfWorld(
            world)
        deltaPos, deltaRot, actions = self.brain.takeStep(
            myTeam, enemyTeam, balls, obstacles)
        #handle movements
        if not self.isStunned:
            #check if agent is within required area
            if distBetween(self.position, array([0, 0, 0])) < self.maxDistance:
                self.rotateAgent(deltaRot)
                self.translateAgent(deltaPos)

        #handle actions
        if not self.isStunned:
            for action in actions:
                #handle stun action
                if action.__class__.__name__ == 'Stun':
                    for agent in world.agents:
                        if agent.getUID() == action.agentUID:
                            if distBetween(self.position,
                                           agent.position) < self.stunRange:
                                agent.stun(action.duration)
                #handle kick action
                if action.__class__.__name__ == 'Kick':
                    for ball in world.balls:
                        if ball.getUID() == action.ballUID:
                            if distBetween(self.position, ball.position) < 20:
                                globalDirection = dot(
                                    action.direction,
                                    rotMatrixFromYPR(self.rotation))
                                ball.kick(globalDirection, action.intensity)
        #Unstun Self
        if self.isStunned:
            if not (self.lastStunned == -1 and self.stunDuration == -1):
                if SimTime.time - self.lastStunned > float(self.stunDuration):
                    self.isStunned = False
                    self.lastStunned = -1
                    self.stunDuration = -1
Esempio n. 7
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    def takeStep(self, myTeam=[], enemyTeam=[], balls=[], obstacles=[], drawRadius = 20):
        actions = []

        repelDist = 2*myTeam[0].colRadius
        alignDist = 5*myTeam[0].colRadius
        myRadius = myTeam[0].colRadius
        repelParam = 150
        alignParam = 50
        attractParam = 100
        myRadius = myTeam[0].colRadius
        closestEnemy = 800
        repelEnemy = 100
        attractDist = 10*myTeam[0].colRadius

        repelTeamVector = 0
        alignTeamVector = 0
        attractTeamVector = 0
        repelObstacleVector = 0
        repelEnemyVector = 0

        for agent in myTeam:
            if distBetween(agent.position, 0) < repelDist or distBetween(agent.position, 0) > attractDist:   # Repel Team Mate
                repelTeamVector = repelTeamVector - repelParam*agent.position/(1 + pow(distBetween(agent.position, 0) - myRadius - agent.colRadius, 2))
                
            elif distBetween(agent.position, 0) < alignDist: # Align with Team Mate
                 alignTeamVector = alignTeamVector + alignParam*agent.forward/(1 + pow(distBetween(agent.position, 0), 2))

            elif distBetween(agent.position, 0) < attractDist:                                            # Attract toward Team Mate
                attractTeamVector = attractTeamVector + attractParam*agent.position/(1 + pow(distBetween(agent.position, 0), 2))

        for obstacle in obstacles:                           # Repel Obstacle
            if distBetween(obstacle.position, 0) < 1.5*(myRadius + obstacle.radius):
                repelObstacleVector = repelObstacleVector - 10*repelParam*obstacle.position/(1 + pow(distBetween(obstacle.position, 0) - obstacle.radius, 1))

        nearestEnemy = findNearestPredator(enemyTeam)

        if drawRadius < 2*nearestEnemy.drawRadius:
            closestEnemy = 2*closestEnemy
        elif drawRadius < nearestEnemy.drawRadius:
            closestEnemy = 1*closestEnemy
        elif drawRadius > 1.5*nearestEnemy.drawRadius:
            closestEnemy = 0*closestEnemy
        else:
            pass

        repelEnemyVector = repelEnemyVector - closestEnemy*nearestEnemy.position/(1 + pow(distBetween(nearestEnemy.position, 0) -  nearestEnemy.colRadius, 2))

        for enemy in enemyTeam:
            if drawRadius < 2*nearestEnemy.drawRadius:
                repelEnemy = 2*repelEnemy
            elif drawRadius < nearestEnemy.drawRadius:
                repelEnemy = 1*repelEnemy
            elif drawRadius > 1.5*nearestEnemy.drawRadius:
                repelEnemy = 0*repelEnemy
            else:
                pass
            repelEnemyVector = repelEnemyVector - repelEnemy*enemy.position/(1 + pow(distBetween(enemy.position, 0) -  enemy.colRadius, 2))

        movement = repelEnemyVector + repelTeamVector + alignTeamVector + attractTeamVector + repelObstacleVector +5000*getRestrictionField(obstacles[0], 1000)
        deltaPos = np.array([1, 0, 0])
        deltaRot = getYPRFromVector(movement)
        
        return deltaPos, deltaRot, actions