Esempio n. 1
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class ClearBall(UtilityState):
    def __init__(self, bot):
        if bot.team == 0:
            # blue
            self.aim_cone = AimCone(.8 * math.pi, .2 * math.pi)
        else:
            # orange
            self.aim_cone = AimCone(-.1 * math.pi, -.9 * math.pi)

    def utility_score(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)

        obj_bonus = {
            Objective.UNKNOWN: 0,
            Objective.GO_FOR_IT: 0.15,
            Objective.FOLLOW_UP: 0,
            Objective.ROTATE_BACK_OR_DEF: 0.0,
        }[bot.info.my_car.objective]

        return ball_own_half_01 * in_position + obj_bonus

    def run(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.pos, bot.info.ball.pos, 0.5)
            return bot.drive.towards_point(bot,
                                           own_goal,
                                           target_vel=1460,
                                           slide=True,
                                           boost_min=0,
                                           can_keep_speed=True)
Esempio n. 2
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class ClearBall(UtilityState):
    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_score(self, bot) -> float:
        team_sign = bot.info.team_sign

        length = team_sign * Field.LENGTH2
        ball_own_half_01 = clip01(remap(-length, length, -0.8, 1.8, 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)

        obj_bonus = {
            Objective.UNKNOWN: 1,
            Objective.GO_FOR_IT: 1,
            Objective.FOLLOW_UP: 0,
            Objective.ROTATING: 0,
            Objective.SOLO: 1.0,
        }[bot.info.my_car.objective]

        return ball_own_half_01 * in_position * obj_bonus

    def run(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

        self.aim_cone.draw(hit_pos, r=0, g=170, b=255)

        if bot.shoot.can_shoot:
            if bot.shoot.using_curve:
                draw.bezier([car.pos, bot.shoot.curve_point, hit_pos], draw.color(100, 100, 255))
            return shoot_controls

        else:
            # go home-ish
            own_goal = lerp(bot.info.own_goal.pos, bot.info.ball.pos, 0.5)
            return bot.drive.towards_point(bot, own_goal, target_vel=1460, slide=True, boost_min=0, can_keep_speed=True)
Esempio n. 3
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    def towards(self, bot, target: Vec3, time: float, allowed_uncertainty: float = 0.3, dodge_hit: bool = True):

        ball_soon = ball_predict(bot, time)
        ball_soon_to_target_dir = normalize(target - ball_soon.pos)
        right = dot(axis_to_rotation(Vec3(z=allowed_uncertainty)), ball_soon_to_target_dir)
        left = dot(axis_to_rotation(Vec3(z=-allowed_uncertainty)), ball_soon_to_target_dir)
        aim_cone = AimCone(right, left)

        aim_cone.draw(ball_soon.pos, r=0, g=0)

        return self.with_aiming(bot, aim_cone, time, dodge_hit)
Esempio n. 4
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class SaveGoal(UtilityState):
    def __init__(self, bot):
        team_sign = bot.info.team_sign
        self.aim_cone = None
        self.ball_to_goal_right = None
        self.ball_to_goal_left = None

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

        ball_to_goal = bot.info.own_goal.pos - ball.pos
        too_close = norm(ball_to_goal) < Goal.WIDTH2 + 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

        obj_bonus = {
            Objective.UNKNOWN: 1,
            Objective.GO_FOR_IT: 1,
            Objective.FOLLOW_UP: 0,
            Objective.ROTATING: 0,
            Objective.SOLO: 1,
        }[bot.info.my_car.objective]

        return float(hits_goal or too_close) * obj_bonus

    def run(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 = bot.info.own_goal.right_post - reachable_ball.pos
        self.ball_to_goal_left = bot.info.own_goal.left_post - 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.home(bot)
        else:
            return shoot_controls
Esempio n. 5
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    def run(self, bot) -> SimpleControllerState:

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

        my_hit_time = predict.time_till_reach_ball(car, ball)
        reachable_ball = predict.ball_predict(bot, predict.time_till_reach_ball(car, ball))
        ball_to_goal_right = bot.info.opp_goal.right_post - reachable_ball.pos
        ball_to_goal_left = bot.info.opp_goal.left_post - reachable_ball.pos
        aim_cone = AimCone(ball_to_goal_right, ball_to_goal_left)
        shoot_controls = bot.shoot.with_aiming(bot, aim_cone, my_hit_time)

        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.opp_goal.pos)
            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:
                if bot.do_rendering:
                    bot.renderer.draw_line_3d(closest_enemy.pos, enemy_hit_pos, bot.renderer.red())
                return bot.drive.home(bot)

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

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

        elif len(bot.info.teammates) == 0 and 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 in 1s 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.towards_point(bot, wait_point, norm(car.pos - wait_point), slide=False, can_keep_speed=True, can_dodge=False)

        elif bot.shoot.can_shoot:

            # Shoot !
            if bot.do_rendering:
                aim_cone.draw(bot, bot.shoot.ball_when_hit.pos, r=0, b=0)
                if bot.shoot.using_curve:
                    rendering.draw_bezier(bot, [car.pos, bot.shoot.curve_point, hit_pos])
            return shoot_controls

        else:
            # We can't shoot at goal reliably
            # How about a shot to the corners then?
            corners = [
                Vec3(-Field.WIDTH2, -bot.info.team_sign * Field.LENGTH2, 0),
                Vec3(Field.WIDTH2, -bot.info.team_sign * Field.LENGTH2, 0),
            ]
            for corner in corners:
                ctrls = bot.shoot.towards(bot, corner, bot.info.my_car.reach_ball_time)
                if bot.shoot.can_shoot:
                    aim_cone.draw(bot, bot.shoot.ball_when_hit.pos, b=0)
                    if bot.shoot.using_curve:
                        rendering.draw_bezier(bot, [car.pos, bot.shoot.curve_point, hit_pos])
                    return ctrls

            enemy_to_ball = normalize(xy(ball.pos - closest_enemy.pos))
            ball_to_my_goal = normalize(xy(bot.info.own_goal.pos - 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 <= 10 and ball.pos.y * bot.info.team_sign < 0 and dot_threat < 0.15:
                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-ish
            return bot.drive.stay_at(bot, lerp(bot.info.own_goal.pos, ball.pos, 0.2), ball.pos)
Esempio n. 6
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class ShootAtGoal(UtilityState):
    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_score(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)

        car = bot.info.my_car
        ball_soon = predict.ball_predict(bot, 1)

        arena_length2 = bot.info.team_sign * Field.LENGTH2
        own_half_01 = clip01(remap(arena_length2, -arena_length2, 0.0, 1.1, ball_soon.pos.y))
        close_to_ball01 = clip01(1.0 - norm(car.pos - ball_soon.pos) / 3500) ** 0.5

        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.opp_goal.right_post - reachable_ball.pos
        self.ball_to_goal_left = bot.info.opp_goal.left_post - 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) * float(bot.info.my_car.objective == Objective.UNKNOWN)

        obj_bonus = {
            Objective.UNKNOWN: 0,
            Objective.GO_FOR_IT: 0.2,
            Objective.FOLLOW_UP: 0,
            Objective.ROTATE_BACK_OR_DEF: -0.2,
        }[bot.info.my_car.objective]

        return clip01(close_to_ball01 * own_half_01 + 0.1 * in_position + self.temp_utility_desire_boost + kickoff_bias01) + obj_bonus

    def run(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)

        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.opp_goal.pos)
            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.home(bot)

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

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

        elif len(bot.info.teammates) == 0 and 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 in 1s 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.towards_point(bot, wait_point, norm(car.pos - wait_point), slide=False, can_keep_speed=True, can_dodge=False)

        elif bot.shoot.can_shoot:

            # Shoot !
            if bot.do_rendering:
                self.aim_cone.draw(bot, bot.shoot.ball_when_hit.pos, r=0, b=0)
                if bot.shoot.using_curve:
                    rendering.draw_bezier(bot, [car.pos, bot.shoot.curve_point, hit_pos])
            return shoot_controls

        else:
            # We can't shoot at goal reliably
            # How about a shot to the corners then?
            corners = [
                Vec3(-Field.WIDTH2, -bot.info.team_sign * Field.LENGTH2, 0),
                Vec3(Field.WIDTH2, -bot.info.team_sign * Field.LENGTH2, 0),
            ]
            for corner in corners:
                ctrls = bot.shoot.towards(bot, corner, bot.info.my_car.reach_ball_time)
                if bot.shoot.can_shoot:
                    self.aim_cone.draw(bot, bot.shoot.ball_when_hit.pos, b=0)
                    if bot.shoot.using_curve:
                        rendering.draw_bezier(bot, [car.pos, bot.shoot.curve_point, hit_pos])
                    return ctrls

            enemy_to_ball = normalize(xy(ball.pos - closest_enemy.pos))
            ball_to_my_goal = normalize(xy(bot.info.own_goal.pos - 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 <= 10 and ball.pos.y * bot.info.team_sign < 0 and dot_threat < 0.15:
                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-ish
            return bot.drive.stay_at(bot, lerp(bot.info.own_goal.pos, ball.pos, 0.2), ball.pos)
Esempio n. 7
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    def exec(self, bot):
        pred_ball = predict.ball_predict(bot, bot.info.my_car.reach_ball_time)

        # On a scale from 0 to 1, how much is this a clear?
        clear01 = clip01(
            norm(bot.info.opp_goal.pos - pred_ball.pos) / Field.LENGTH)**2

        ts = bot.info.team_sign
        right = lerp(bot.info.opp_goal.right_post,
                     Vec3(ts * Field.WIDTH2, ts * (Field.LENGTH2 + 300), 0),
                     clear01)
        left = lerp(bot.info.opp_goal.left_post,
                    Vec3(-ts * Field.WIDTH2, ts * (Field.LENGTH2 + 300), 0),
                    clear01)

        ball_to_right = right - pred_ball.pos
        ball_to_left = left - pred_ball.pos

        aim_cone = AimCone(ball_to_right, ball_to_left)
        shot_ctrls = bot.shoot.with_aiming(bot, aim_cone,
                                           bot.info.my_car.reach_ball_time)

        if bot.do_rendering:
            if bot.shoot.can_shoot:
                aim_cone.draw(bot, bot.shoot.ball_when_hit.pos, b=0, r=0)

        if not bot.shoot.can_shoot:
            # We can't shoot on target
            if len(bot.info.teammates) != 0:
                # Consider passing
                for mate in bot.info.teammates:
                    point_in_front_of_mate = lerp(mate.pos,
                                                  bot.info.opp_goal.pos, 0.5)
                    shot_ctrls = bot.shoot.towards(
                        bot, point_in_front_of_mate,
                        bot.info.my_car.reach_ball_time)
                    if bot.shoot.can_shoot:
                        if bot.do_rendering:
                            rendering.draw_cross(bot, point_in_front_of_mate,
                                                 bot.renderer.green())
                        return shot_ctrls

            # Atba with bias I guess
            if bot.do_rendering:
                bot.renderer.draw_line_3d(bot.info.my_car.pos, pred_ball.pos,
                                          bot.renderer.red())
            return bot.shoot.any_touch(bot, bot.info.my_car.reach_ball_time)

            # # We are out of position, start rotating back
            # own_goal = lerp(bot.info.own_goal.pos, bot.info.ball.pos, 0.5)
            # return bot.drive.towards_point(
            #     bot,
            #     own_goal,
            #     target_vel=1460,
            #     slide=False,
            #     boost_min=0,
            #     can_keep_speed=True
            # )
        else:
            # Shoot!
            if bot.shoot.using_curve and bot.do_rendering:
                rendering.draw_bezier(bot, [
                    bot.info.my_car.pos, bot.shoot.curve_point,
                    bot.shoot.ball_when_hit.pos
                ])
            return shot_ctrls