Esempio n. 1
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def estimate_time(car: Car, target, dd=1) -> float:
    turning_radius = 1 / Drive.max_turning_curvature(norm(car.velocity) + 500)
    turning = angle_between(car.forward() * dd, direction(
        car, target)) * turning_radius / 1800
    if turning < 0.5: turning = 0

    dist = ground_distance(car, target) - 200
    if dist < 0: return turning
    speed = dot(car.velocity, car.forward())

    time = 0
    result = None
    if car.boost > 0 and dd > 0:
        boost_time = car.boost / 33.33
        result = BOOST.simulate_until_limit(speed,
                                            distance_limit=dist,
                                            time_limit=boost_time)
        dist -= result.distance_traveled
        time += result.time_passed
        speed = result.speed_reached

    if dist > 0 and speed < 1410:
        result = THROTTLE.simulate_until_limit(speed, distance_limit=dist)
        dist -= result.distance_traveled
        time += result.time_passed
        speed = result.speed_reached

    if result is None or not result.distance_limit_reached:
        time += dist / speed

    return time * 1.05 + turning
Esempio n. 2
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 def step(self, packet: GameTickPacket, drone: Drone, index: int):
     up = normalize(drone.position)
     drone.aerial_turn.target = look_at(vec3(0, 0, 1), up)
     drone.aerial_turn.step(self.dt)
     drone.controls = drone.aerial_turn.controls
     drone.controls.boost = angle_between(vec3(0, 0, 1), drone.forward()) < 0.5
     drone.controls.jump = True
Esempio n. 3
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def estimate_time(car: Car, target, speed, dd=1) -> float:
    dist = distance(car, target)
    if dist < 100:
        return 0
    travel = dist / speed
    turning = angle_between(car.forward() * dd, direction(car, target)) / math.pi * 2
    if turning < 1:
        turning **= 2
    acceleration = (speed * dd - dot(car.velocity, car.forward())) / 2100 * 0.2 * dd / max(car.boost / 20, 1)
    return travel + acceleration + turning * 0.7
Esempio n. 4
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    def step(self, dt):
        self.simulate_landing()

        self.aerial_turn.step(dt)
        self.controls = self.aerial_turn.controls

        self.controls.boost = angle_between(self.car.forward(), vec3(
            0, 0, -1)) < 1.5 and not self.landing
        self.controls.throttle = 1  # in case we're turtling

        self.finished = self.car.on_ground
Esempio n. 5
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    def step(self, dt):
        self.simulate_landing()

        self.aerial_turn.step(dt)
        self.controls = self.aerial_turn.controls

        self.controls.boost = angle_between(self.car.forward(), vec3(
            0, 0, -1)) < 1.5 and not self.landing
        self.controls.throttle = 1  # in case we're turtling

        # jump if the car is upside down and has wheel contact
        if (self.jump_when_upside_down and self.car.on_ground
                and dot(self.car.up(), vec3(0, 0, 1)) < -0.95):
            self.controls.jump = True
            self.landing = False

        else:
            self.finished = self.car.on_ground
Esempio n. 6
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def rotate_by_axis(orientation: Orientation,
                   original: Vec3,
                   target: Vec3,
                   percent=1) -> Rotator:
    """
    Updates the given orientation's original direction to the target direction.
    original should be `orientation.forward` or `orientation.up` or `orientation.right`
    """
    angle = angle_between(to_rlu_vec(target), to_rlu_vec(original)) * percent
    rotate_axis = cross(to_rlu_vec(target), to_rlu_vec(original))
    ortho = normalize(rotate_axis) * -angle
    rot_mat_initial: mat3 = orientation.to_rot_mat()
    rot_mat_adj = axis_to_rotation(ortho)

    rot_mat = dot(rot_mat_adj, rot_mat_initial)
    r = rot_mat_to_rot(rot_mat)
    # printO(orientation)
    # printO(Orientation(r))
    return r
Esempio n. 7
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    def step(self, dt):
        if self.car.on_ground and norm(self.car.position + self.car.velocity - xy(self.target)) > 2500:
            self.drive.speed = 1000
            self.drive.target = self.target
            self.drive.step(dt)
            self.controls = self.drive.controls
            self.controls.handbrake = angle_between(self.car.forward(), self.target - self.car.position) > 1.2
            return

        self.hover.target = self.target
        self.hover.up = normalize(self.car.position * -1)
        self.hover.step(dt)
        self.controls = self.hover.controls

        self.controls.throttle = not self.car.on_ground
        self.controls.jump = (self.car.position[2] < 30 or self.car.on_ground) and self.__time_spent_on_ground > 0.1

        if self.info.round_active:
            self.__time_spent_on_ground += dt
        if not self.car.on_ground:
            self.__time_spent_on_ground = 0.0
Esempio n. 8
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def angle_to(car, target, backwards=False) -> float:
    return abs(
        angle_between(car.forward() * (-1 if backwards else 1),
                      direction(car.position, target)))
Esempio n. 9
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def angle_to(car: Car, target: vec3, backwards=False) -> float:
    return abs(angle_between(xy(car.forward()) * (-1 if backwards else 1), ground_direction(car.position, target)))
Esempio n. 10
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    def step(self):
        """"Gives output for the dribbling strategy"""
        # direction of ball relative to center of car (where should we aim)
        # direction of ball relative to yaw of car (where should we aim verse where we are aiming)
        local_bot_to_ball = dot(self.ball.position - self.car.position,
                                self.car.orientation)
        angle_front_to_ball = math.atan2(local_bot_to_ball[1],
                                         local_bot_to_ball[0])
        # distance between bot and ball
        distance = distance_2d(self.car.position, self.ball.position)
        # direction of ball velocity relative to yaw of car (which way the ball is moving verse which way we are moving)
        if velocity_2d(self.ball.velocity) < 1e-10:
            angle_car_forward_to_ball_velocity = 0
        else:
            angle_car_forward_to_ball_velocity = angle_between(
                z_0(self.car.forward()), z_0(self.ball.velocity))
        # magnitude of ball_bot_angle (squared)
        ball_bot_diff = (self.ball.velocity[0]**2 +
                         self.ball.velocity[1]**2) - (self.car.velocity[0]**2 +
                                                      self.car.velocity[1]**2)
        # p is the distance between ball and car
        # i is the magnitude of the ball's velocity (squared) the i term would normally
        # be the integral of p over time, but the ball's velocity is essentially that number
        # d is the relative speed between ball and car
        # note that bouncing a ball is distinctly different than balancing something that doesnt bounce
        # p_s is the x component of the distance to the ball
        # d_s is the one frame change of p_s, that's why p_s has to be global

        # we modify distance and ball_bot_diff so that only the component along the car's path is counted
        # if the ball is too far to the left, we don't want the bot to think it has to drive forward
        # to catch it
        distance_y = math.fabs(distance * math.cos(angle_front_to_ball))
        distance_x = math.fabs(distance * math.sin(angle_front_to_ball))
        # ball moving forward WRT car yaw?
        forward = False
        if math.fabs(angle_car_forward_to_ball_velocity) < math.radians(90):
            forward = True
        # first we give the distance values signs
        if forward:
            d = ball_bot_diff
            i = (self.ball.velocity[0]**2 + self.ball.velocity[1]**2)
        else:
            d = -ball_bot_diff
            i = -(self.ball.velocity[0]**2 + self.ball.velocity[1]**2)

        if math.fabs(math.degrees(angle_front_to_ball)) < 90:
            p = distance_y

        else:
            p = -1 * distance_y
        # this is the PID correction.  all of the callibration goes on right here
        # there is literature about how to set the variables but it doesn't work quite the same
        # because the car is only touching the ball (and interacting with the system) on bounces
        # we run the PID formula through tanh to give a value between -1 and 1 for steering input
        # if the ball is lower we have no velocity bias
        bias_v = 600000  # 600000

        # just the basic PID if the ball is too low
        if self.ball.position[2] < 120:
            correction = np.tanh((20 * p + .0015 * i + .006 * d) / 500)
        # if the ball is on top of the car we use our bias (the bias is in velocity units squared)
        else:
            correction = np.tanh(
                (20 * p + .0015 * (i - bias_v) + .006 * d) / 500)
        # makes sure we don't get value over .99 so we dont exceed maximum thrust
        self.controls.throttle = correction * .99
        # anything over .9 is boost
        if correction > .99:
            self.controls.boost = True
        else:
            self.controls.boost = False

        # this is the PID steering section
        # p_s is the x component of the distance to the ball (relative to the cars direction)
        # d_s is the on frame change in p_s

        # we use absolute value and then set the sign later
        d_s = math.fabs(self.p_s) - math.fabs(distance_x)
        self.p_s = math.fabs(distance_x)
        # give the values the correct sign
        if angle_front_to_ball < 0:
            self.p_s = -self.p_s
            d_s = -d_s
        # d_s is actually -d_s ...whoops
        d_s = -d_s
        max_bias = 35
        backline_intersect = line_backline_intersect(self.goal.center[1],
                                                     vec2(self.car.position),
                                                     vec2(self.car.forward()))
        if abs(backline_intersect) < 1000 or self.ball.position[2] > 200:
            bias = 0
        # Right of the ball
        elif -850 > backline_intersect:
            bias = max_bias
        # Left of the ball
        elif 850 < backline_intersect:
            bias = -max_bias

        # the correction settings can be altered to change performance
        correction = np.tanh((100 * (self.p_s + bias) + 1500 * d_s) / 8000)
        # apply the correction
        self.controls.steer = correction
    def get_output(self, packet: GameTickPacket) -> SimpleControllerState:
        self.renderer.begin_rendering()

        self.game.read_game_information(packet, self.get_rigid_body_tick(),
                                        self.get_field_info())

        if self.lastReset + 300 < self.currentTick:
            if self.tests > 0:
                score = min(300, self.currentTick - self.lastDoneTick)
                self.totalScore += score
                print(self.tests, score, round(self.totalScore / self.tests,
                                               2))
            self.tests += 1
            self.lastReset = self.currentTick
            self.target = vec3(2 * random() - 1, 2 * random() - 1,
                               2 * random() - 1)
            self.up = orthogonalize(
                vec3(2 * random() - 1, 2 * random() - 1, 2 * random() - 1),
                self.target)
            self.targetOrientation = look_at(self.target, self.up)
            car_state = CarState(
                physics=Physics(location=Vector3(0, 1000, 17),
                                velocity=Vector3(0, 0, 0),
                                rotation=Rotator(0, 0, 0),
                                angular_velocity=Vector3(0, 0, 0)))
            self.set_game_state(GameState(cars={self.index: car_state}))
            self.stage = 0
            self.lastDodgeTick = -math.inf
            # print("TELEPORT TO GROUND")
            return self.controls
        else:
            car_state = CarState(physics=Physics(location=Vector3(0, 0, 400),
                                                 velocity=Vector3(0, 0, 0)))
            self.set_game_state(GameState(cars={self.index: car_state}))

        if self.stage <= 5:
            self.stage += 1
        if self.stage == 6:
            self.dodgeDirection = normalize(vec2(0, 2 * random() - 1))
            self.controls.jump = True  #random() > 0.5
            if self.controls.jump:
                self.lastDodgeTick = self.currentTick

            self.controls.roll, self.controls.pitch, self.controls.yaw = self.dodgeDirection[
                0], self.dodgeDirection[1], 0
            self.stage += 1
            return self.controls
        else:
            self.controls.jump = False

        self.packet = packet
        self.handleTime()

        car = packet.game_cars[self.index]
        position = vec3(car.physics.location.x, car.physics.location.y,
                        car.physics.location.z)

        self.renderer.draw_line_3d(car.physics.location,
                                   position + 300 * normalize(self.target),
                                   self.renderer.yellow())
        self.renderer.draw_line_3d(car.physics.location,
                                   position + 300 * normalize(self.up),
                                   self.renderer.pink())

        carOrientation = rotationToOrientation(car.physics.rotation)
        ang = parseVector(car.physics.angular_velocity)

        if angle_between(carOrientation,
                         self.targetOrientation) > 1 / 180 * math.pi:
            self.lastDoneTick = self.currentTick

        o_rlu = dot(transpose(self.targetOrientation), carOrientation)
        w_rlu = dot(transpose(self.targetOrientation), ang)
        o = torch.tensor([[o_rlu[i, j] for j in range(3)]
                          for i in range(3)])[None, :].float().to(device)
        w = torch.tensor([w_rlu[i]
                          for i in range(3)])[None, :].float().to(device)

        noPitchTime = max(0,
                          (self.lastDodgeTick - self.currentTick) / 120 + .95)
        dodgeTime = max(0, (self.lastDodgeTick - self.currentTick) / 120 + .65)
        if dodgeTime == 0:
            self.dodgeDirection = vec2(0, 0)

        noPitchTime = torch.tensor([noPitchTime]).float().to(device)
        dodgeTime = torch.tensor([dodgeTime]).float().to(device)
        dodgeDirection = torch.tensor([
            self.dodgeDirection[i] for i in range(2)
        ])[None, :].float().to(device)

        # if self.simulation.o is not None and self.simulation.w is not None:
        # 	print("=====================================")
        # 	print("-------------------------------------")
        # 	print(self.simulation.o, o)
        # 	print(self.simulation.w, w)
        # 	print(self.simulation.noPitchTime, noPitchTime)
        # 	print(self.simulation.dodgeTime, dodgeTime)
        # 	print(self.simulation.dodgeDirection, dodgeDirection)
        # 	self.simulation.step(self.ticksNowPassed / 120)
        # 	print(self.simulation.o, o)
        # 	print(self.simulation.w, w)
        # 	print(self.simulation.noPitchTime, noPitchTime)
        # 	print(self.simulation.dodgeTime, dodgeTime)
        # 	print(self.simulation.dodgeDirection, dodgeDirection)

        self.simulation.o = o
        self.simulation.w = w
        self.simulation.noPitchTime = noPitchTime
        self.simulation.dodgeTime = dodgeTime
        self.simulation.dodgeDirection = dodgeDirection

        if True:

            rpy = self.policy(self.simulation.o.permute(0, 2, 1),
                              self.simulation.w_local(),
                              self.simulation.noPitchTime,
                              self.simulation.dodgeTime,
                              self.simulation.dodgeDirection)[0]
            self.controls.roll, self.controls.pitch, self.controls.yaw = rpy

        else:

            self.reorientML.target_orientation = self.targetOrientation
            self.reorientML.step(1 / self.FPS)
            self.controls.roll, self.controls.pitch, self.controls.yaw = self.reorientML.controls.roll, self.reorientML.controls.pitch, self.reorientML.controls.yaw

        if self.simulation.error()[0].item() < 0.01:
            self.frames_done += 1
        else:
            self.frames_done = 0

        if self.frames_done >= 10:
            self.finished = True

        self.renderer.end_rendering()
        return self.controls