def choose_maneuver(info: GameInfo, my_car: Car): ball = info.ball teammates = info.get_teammates(my_car) my_team = [my_car] + teammates their_goal = ground(info.their_goal.center) my_goal = ground(info.my_goal.center) # recovery if not my_car.on_ground: return Recovery(my_car) # kickoff if ball.position[0] == 0 and ball.position[1] == 0: # if I'm nearest to the ball, go for kickoff if min(my_team, key=lambda car: distance(car, ball)) is my_car: return kickoffs.choose_kickoff(info, my_car) if my_car.boost < 20: return Refuel(my_car, info) info.predict_ball() my_intercept = Intercept(my_car, info.ball_predictions) teammates_intercepts = [ Intercept(mate, info.ball_predictions) for mate in teammates ] our_intercepts = teammates_intercepts + [my_intercept] good_intercepts = [ i for i in our_intercepts if align(i.car.position, i.ball, their_goal) > 0.0 ] if good_intercepts: best_intercept = min(good_intercepts, key=lambda intercept: intercept.time) else: best_intercept = min(our_intercepts, key=lambda i: distance(i.car, my_goal)) if best_intercept is my_intercept: # if not completely out of position, go for a shot if (align(my_intercept.car.position, my_intercept.ball, their_goal) > 0 or ground_distance(my_intercept, my_goal) > 6000): return offense.any_shot(info, my_intercept.car, their_goal, my_intercept) # otherwise try to clear else: return defense.any_clear(info, my_intercept.car) # if I'm nearest to goal, stay far back if min(my_team, key=lambda car: distance(car, my_goal)) is my_car: return GeneralDefense(my_car, info, my_intercept.position, 7000) # otherwise get into position return GeneralDefense(my_car, info, my_intercept.position, 4000)
class BotimusPrime(BaseAgent): RENDERING = True def __init__(self, name, team, index): super().__init__(name, team, index) self.info: GameInfo = None self.draw: DrawingTool = None self.tick_counter = 0 self.last_latest_touch_time = 0 self.maneuver: Optional[Maneuver] = None self.controls: SimpleControllerState = SimpleControllerState() def initialize_agent(self): self.info = GameInfo(self.team) self.info.set_mode("soccar") self.draw = DrawingTool(self.renderer, self.team) def get_output(self, packet: GameTickPacket): # wait a few ticks after initialization, so we work correctly in rlbottraining if self.tick_counter < 20: self.tick_counter += 1 return Input() self.info.read_packet(packet, self.get_field_info()) # cancel maneuver if a kickoff is happening and current maneuver isn't a kickoff maneuver if packet.game_info.is_kickoff_pause and not isinstance( self.maneuver, Kickoff): self.maneuver = None # reset maneuver when another car hits the ball touch = packet.game_ball.latest_touch if (touch.time_seconds > self.last_latest_touch_time and touch.player_name != packet.game_cars[self.index].name): self.last_latest_touch_time = touch.time_seconds # don't reset when we're dodging, wavedashing or recovering if self.maneuver and self.maneuver.interruptible(): self.maneuver = None # choose maneuver if self.maneuver is None: if self.RENDERING: self.draw.clear() if self.info.get_teammates(self.info.cars[self.index]): self.maneuver = teamplay_strategy.choose_maneuver( self.info, self.info.cars[self.index]) else: self.maneuver = solo_strategy.choose_maneuver( self.info, self.info.cars[self.index]) # execute maneuver if self.maneuver is not None: self.maneuver.step(self.info.time_delta) self.controls = self.maneuver.controls if self.RENDERING: self.draw.group("maneuver") self.draw.color(self.draw.yellow) self.draw.string( self.info.cars[self.index].position + vec3(0, 0, 50), type(self.maneuver).__name__) self.maneuver.render(self.draw) # cancel maneuver when finished if self.maneuver.finished: self.maneuver = None if self.RENDERING: self.draw.execute() return self.controls