Esempio n. 1
0
    def exec(self, bot):

        car = bot.info.my_car
        ball = bot.info.ball

        car_to_ball = ball.pos - car.pos
        ball_to_enemy_goal = bot.info.enemy_goal - ball.pos
        own_goal_to_ball = ball.pos - bot.info.own_goal
        dist = norm(car_to_ball)

        offence = ball.pos.y * bot.info.team_sign < 0
        dot_enemy = dot(car_to_ball, ball_to_enemy_goal)
        dot_own = dot(car_to_ball, own_goal_to_ball)
        right_side_of_ball = dot_enemy > 0 if offence else dot_own > 0

        if right_side_of_ball:
            # Aim cone
            dir_to_post_1 = (bot.info.enemy_goal + Vec3(3800, 0, 0)) - bot.info.ball.pos
            dir_to_post_2 = (bot.info.enemy_goal + Vec3(-3800, 0, 0)) - bot.info.ball.pos
            cone = AimCone(dir_to_post_1, dir_to_post_2)
            cone.get_goto_point(bot, car.pos, bot.info.ball.pos)
            if bot.do_rendering:
                cone.draw(bot, bot.info.ball.pos)

            # Chase ball
            return bot.drive.go_towards_point(bot, xy(ball.pos), 2000, True, True, can_dodge=dist > 2200)
        else:
            # Go home
            return bot.drive.go_towards_point(bot, bot.info.own_goal_field, 2000, True, True)
Esempio n. 2
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class ClearBall(Choice):
    def __init__(self, bot):
        if bot.team == 0:
            # blue
            ra = 0.85 * math.pi
            la = 0.15 * math.pi
            self.aim_cone = AimCone(Vec3(math.cos(ra), math.sin(ra), 0),
                                    Vec3(math.cos(la), math.sin(la), 0))
        else:
            # orange
            ra = -0.15 * math.pi
            la = -0.85 * math.pi
            self.aim_cone = AimCone(Vec3(math.cos(ra), math.sin(ra), 0),
                                    Vec3(math.cos(la), math.sin(la), 0))

    def utility(self, bot) -> float:
        team_sign = bot.info.team_sign

        length = team_sign * Field.LENGTH / 2
        ball_own_half_01 = clip01(
            remap(-length, length, -0.2, 1.2, bot.info.ball.pos.y))

        reachable_ball = predict.ball_predict(
            bot, predict.time_till_reach_ball(bot.info.my_car, bot.info.ball))
        car_to_ball = reachable_ball.pos - bot.info.my_car.pos
        in_position = self.aim_cone.contains_direction(car_to_ball,
                                                       math.pi / 8)

        return ball_own_half_01 * in_position

    def exec(self, bot) -> SimpleControllerState:
        car = bot.info.my_car
        shoot_controls = bot.shoot.with_aiming(
            bot, self.aim_cone,
            predict.time_till_reach_ball(bot.info.my_car, bot.info.ball))
        hit_pos = bot.shoot.ball_when_hit.pos

        if bot.do_rendering:
            self.aim_cone.draw(bot, hit_pos, r=0, g=170, b=255)

        if bot.shoot.can_shoot:
            if bot.shoot.using_curve and bot.do_rendering:
                rendering.draw_bezier(
                    bot, [car.pos, bot.shoot.curve_point, hit_pos])
            return shoot_controls

        else:
            # go home-ish
            own_goal = lerp(bot.info.own_goal, bot.info.ball.pos, 0.5)
            return bot.drive.go_towards_point(bot,
                                              own_goal,
                                              target_vel=1460,
                                              slide=True,
                                              boost_min=0,
                                              can_keep_speed=True)
Esempio n. 3
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class SaveGoal(Choice):
    def __init__(self, bot):
        team_sign = bot.info.team_sign
        self.own_goal_right = Vec3(-820 * team_sign, 5120 * team_sign, 0)
        self.own_goal_left = Vec3(820 * team_sign, 5120 * team_sign, 0)
        self.aim_cone = None
        self.ball_to_goal_right = None
        self.ball_to_goal_left = None

    def utility(self, bot) -> float:
        team_sign = bot.info.team_sign
        ball = bot.info.ball

        ball_to_goal = bot.info.own_goal - ball.pos
        too_close = norm(ball_to_goal) < Field.GOAL_WIDTH / 2 + Ball.RADIUS

        hits_goal_prediction = predict.will_ball_hit_goal(bot)
        hits_goal = hits_goal_prediction.happens and sign(
            ball.vel.y) == team_sign and hits_goal_prediction.time < 3

        return hits_goal or too_close

    def exec(self, bot) -> SimpleControllerState:

        car = bot.info.my_car
        ball = bot.info.ball

        hits_goal_prediction = predict.will_ball_hit_goal(bot)
        reach_time = clip(predict.time_till_reach_ball(car, ball), 0,
                          hits_goal_prediction.time - 0.5)
        reachable_ball = predict.ball_predict(bot, reach_time)
        self.ball_to_goal_right = self.own_goal_right - reachable_ball.pos
        self.ball_to_goal_left = self.own_goal_left - reachable_ball.pos
        self.aim_cone = AimCone(self.ball_to_goal_left,
                                self.ball_to_goal_right)

        if bot.do_rendering:
            self.aim_cone.draw(bot, reachable_ball.pos, r=200, g=0, b=160)

        shoot_controls = bot.shoot.with_aiming(bot, self.aim_cone, reach_time)

        if not bot.shoot.can_shoot:
            # Go home
            return bot.drive.go_home(bot)
        else:
            return shoot_controls
Esempio n. 4
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class ShootAtGoal(Choice):
    def __init__(self):
        self.aim_cone = None
        self.ball_to_goal_right = None
        self.ball_to_goal_left = None
        self.temp_utility_desire_boost = 0

    def utility(self, bot) -> float:

        if self.temp_utility_desire_boost > 0:
            self.temp_utility_desire_boost = max(
                0, self.temp_utility_desire_boost - bot.info.dt)
        elif self.temp_utility_desire_boost < 0:
            self.temp_utility_desire_boost = min(
                0, self.temp_utility_desire_boost + bot.info.dt)

        ball_soon = predict.ball_predict(bot, 1)

        arena_length2 = bot.info.team_sign * Field.LENGTH / 2
        own_half_01 = clip01(
            remap(arena_length2, -arena_length2, 0.0, 1.1, ball_soon.pos.y))

        reachable_ball = predict.ball_predict(
            bot, predict.time_till_reach_ball(bot.info.my_car, bot.info.ball))
        self.ball_to_goal_right = bot.info.enemy_goal_right - reachable_ball.pos
        self.ball_to_goal_left = bot.info.enemy_goal_left - reachable_ball.pos
        self.aim_cone = AimCone(self.ball_to_goal_right,
                                self.ball_to_goal_left)
        car_to_ball = reachable_ball.pos - bot.info.my_car.pos
        in_position = self.aim_cone.contains_direction(car_to_ball)

        # Chase ball right after kickoff. High right after kickoff
        kickoff_bias01 = max(0, 1 - bot.info.time_since_last_kickoff * 0.3)

        return clip01(own_half_01 + 0.1 * in_position +
                      self.temp_utility_desire_boost + kickoff_bias01)

    def exec(self, bot) -> SimpleControllerState:

        car = bot.info.my_car
        ball = bot.info.ball

        my_hit_time = predict.time_till_reach_ball(car, ball)
        shoot_controls = bot.shoot.with_aiming(bot, self.aim_cone, my_hit_time)
        if bot.do_rendering:
            self.aim_cone.draw(bot, bot.shoot.ball_when_hit.pos, b=0)

        hit_pos = bot.shoot.ball_when_hit.pos
        dist = norm(car.pos - hit_pos)
        closest_enemy, enemy_dist = bot.info.closest_enemy(
            0.5 * (hit_pos + ball.pos))

        if not bot.shoot.can_shoot and is_closer_to_goal_than(
                car.pos, hit_pos, bot.info.team):
            # Can't shoot but or at least on the right side: Chase

            goal_to_ball = normalize(hit_pos - bot.info.enemy_goal)
            offset_ball = hit_pos + goal_to_ball * Ball.RADIUS * 0.9
            enemy_hit_time = predict.time_till_reach_ball(closest_enemy, ball)
            enemy_hit_pos = predict.ball_predict(bot, enemy_hit_time).pos
            if enemy_hit_time < 1.5 * my_hit_time:
                self.temp_utility_desire_boost -= bot.info.dt
                if bot.do_rendering:
                    bot.renderer.draw_line_3d(closest_enemy.pos, enemy_hit_pos,
                                              bot.renderer.red())
                return bot.drive.go_home(bot)

            if bot.do_rendering:
                bot.renderer.draw_line_3d(car.pos, offset_ball,
                                          bot.renderer.yellow())

            return bot.drive.go_towards_point(bot,
                                              offset_ball,
                                              target_vel=2200,
                                              slide=False,
                                              boost_min=0)

        elif not bot.shoot.aim_is_ok and hit_pos.y * -bot.info.team_sign > 4250 and abs(
                hit_pos.x) > 900 and not dist < 420:
            # hit_pos is an enemy corner and we are not close: Avoid enemy corners and just wait

            enemy_to_ball = normalize(hit_pos - closest_enemy.pos)
            wait_point = hit_pos + enemy_to_ball * enemy_dist  # a point 50% closer to the center of the field
            wait_point = lerp(wait_point,
                              ball.pos + Vec3(0, bot.info.team_sign * 3000, 0),
                              0.5)

            if bot.do_rendering:
                bot.renderer.draw_line_3d(car.pos, wait_point,
                                          bot.renderer.yellow())

            return bot.drive.go_towards_point(bot,
                                              wait_point,
                                              norm(car.pos - wait_point),
                                              slide=False,
                                              can_keep_speed=True,
                                              can_dodge=False)

        elif not bot.shoot.can_shoot:

            enemy_to_ball = normalize(xy(ball.pos - closest_enemy.pos))
            ball_to_my_goal = normalize(xy(bot.info.own_goal - ball.pos))
            dot_threat = dot(
                enemy_to_ball, ball_to_my_goal
            )  # 1 = enemy is in position, -1 = enemy is NOT in position

            if car.boost == 0 and ball.pos.y * bot.info.team_sign < 500 and dot_threat < 0.1:

                collect_center = ball.pos.y * bot.info.team_sign <= 0
                collect_small = closest_enemy.pos.y * bot.info.team_sign <= 0 or enemy_dist < 900
                pads = filter_pads(bot,
                                   bot.info.big_boost_pads,
                                   big_only=not collect_small,
                                   enemy_side=False,
                                   center=collect_center)
                bot.maneuver = CollectClosestBoostManeuver(bot, pads)
            # return home
            return bot.drive.go_home(bot)

        else:
            # Shoot !
            if bot.shoot.using_curve and bot.do_rendering:
                rendering.draw_bezier(
                    bot, [car.pos, bot.shoot.curve_point, hit_pos])
            return shoot_controls