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 execute(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 bot.controls = bot.drive.go_towards_point(bot, xy(ball.pos), 2000, True, True, can_dodge=dist > 2200) else: # Go home bot.controls = bot.drive.go_towards_point(bot, bot.info.own_goal_field, 2000, True, True)
def utility(self, bot): 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) return clip01(own_half_01 + 0.1 * in_position)
class ClearBall: 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(self, bot): 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 execute(self, bot): 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: bot.controls = shoot_controls if bot.shoot.using_curve and bot.do_rendering: render.draw_bezier(bot, [car.pos, bot.shoot.curve_point, hit_pos]) else: # go home-ish own_goal = lerp(bot.info.own_goal, bot.info.ball.pos, 0.5) bot.controls = bot.drive.go_towards_point(bot, own_goal, target_vel=1460, slide=True, boost=True, can_keep_speed=True)
class SaveGoal: 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): 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 execute(self, bot): 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) 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 bot.controls = bot.drive.go_home(bot) else: bot.controls = shoot_controls
def execute(self, bot): 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) 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 bot.controls = bot.drive.go_home(bot) else: bot.controls = shoot_controls
def execute(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 bot.controls = bot.drive.go_towards_point(bot, xy(ball.pos), 2000, True, True, can_dodge=dist > 2200) else: # Go home bot.controls = bot.drive.go_towards_point(bot, bot.info.own_goal_field, 2000, True, True)
class ShootAtGoal: def __init__(self): self.aim_cone = None self.ball_to_goal_right = None self.ball_to_goal_left = None def utility(self, bot): 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) return clip01(own_half_01 + 0.1 * in_position) def execute(self, bot): car = bot.info.my_car ball = bot.info.ball shoot_controls = bot.shoot.with_aiming(bot, self.aim_cone, predict.time_till_reach_ball(car, ball)) 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 bot.controls = bot.drive.go_towards_point(bot, offset_ball, target_vel=2200, slide=False, boost=True) if bot.do_rendering: bot.renderer.draw_line_3d(car.pos, offset_ball, bot.renderer.yellow()) elif not bot.shoot.aim_is_ok and hit_pos[Y] * -bot.info.team_sign > 4350 and abs(hit_pos[X]) > 900 and not dist < 450: # 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) bot.controls = bot.drive.go_towards_point(bot, wait_point, norm(car.pos - wait_point), slide=False, boost=False, can_keep_speed=True, can_dodge=False) if bot.do_rendering: bot.renderer.draw_line_3d(car.pos, wait_point, bot.renderer.yellow()) elif not bot.shoot.can_shoot: # return home bot.controls = bot.drive.go_home(bot) else: # Shoot ! bot.controls = shoot_controls if bot.shoot.using_curve and bot.do_rendering: render.draw_bezier(bot, [car.pos, bot.shoot.curve_point, hit_pos])