def next(self, ball, action=None):
     """ Calcul le prochain etat en fonction de l'action et de la position de la balle
     :param ball:
     :param action:
     :return: Action shoot effectue
     """
     if not (hasattr(action, "acceleration") and hasattr(action, "shoot")):
         action = SoccerAction()
         #print("Warning : mauvais SoccerAction")
     self._action = action.copy()
     self._state.vitesse *= (1 - settings.playerBrackConstant)
     self._state.vitesse = (self._state.vitesse +
                            self.acceleration).norm_max(
                                settings.maxPlayerSpeed)
     self._state.position += self.vitesse
     if self._state.position.x < 0 or self.position.x > settings.GAME_WIDTH \
             or self.position.y < 0 or self.position.y > settings.GAME_HEIGHT:
         self._state.position.x = max(
             0, min(settings.GAME_WIDTH, self.position.x))
         self._state.position.y = max(
             0, min(settings.GAME_HEIGHT, self.position.y))
         self._state.vitesse.norm = 0
     if self._action.shoot.norm == 0 or not self.can_shoot():
         self._dec_shoot()
         return Vector2D()
     self._reset_shoot()
     if self._state.position.distance(ball.position) > (
             settings.PLAYER_RADIUS + settings.BALL_RADIUS):
         return Vector2D()
     return self._rd_angle(
         self.shoot, (self.vitesse.angle - self.shoot.angle),
         self.position.distance(ball.position) /
         (settings.PLAYER_RADIUS + settings.BALL_RADIUS))
Esempio n. 2
0
 def _rd_angle(shoot,dangle,dist):
     return shoot
     eliss = lambda x, alpha: (math.exp(alpha*x)-1)/(math.exp(alpha)-1)
     dangle = abs((dangle+math.pi*2) %(math.pi*2) -math.pi)
     dangle_factor = eliss(1.-max(dangle-math.pi/2,0)/(math.pi/2.),10)
     norm_factor = 1-eliss(shoot.norm/settings.maxPlayerShoot,3)
     dist_factor = 1-eliss(dist,2)
     angle_prc = dangle_factor*norm_factor*dist_factor
     return Vector2D(norm =shoot.norm,angle = shoot.angle +2*(random.random()-0.5)*angle_prc*settings.shootRandomAngle*math.pi/2.)
     norm_prc = (1-dangle_factor)*(1-dist_factor)*0.3
     return Vector2D(norm=shoot.norm*(1-norm_prc), angle=shoot.angle+2*(random.random()-0.5) *angle_prc*settings.shootRandomAngle*math.pi/2.)
Esempio n. 3
0
 def __init__(self):
     self.sprites = dict()
     self.sprites["team1"] = TextSprite(color=HUD_TEAM1_COLOR, scale=0.07,
                                        position=Vector2D(0, settings.GAME_HEIGHT + 6))
     self.sprites["team2"] = TextSprite(color=HUD_TEAM2_COLOR, scale=0.07,
                                        position=Vector2D(0, settings.GAME_HEIGHT + 2))
     self.sprites["ongoing"] = TextSprite(position=Vector2D(settings.GAME_WIDTH - 50, settings.GAME_HEIGHT + 7),
                                          color=HUD_TEXT_COLOR,
                                          scale=0.05)
     self.sprites["ibattle"] = TextSprite(position=Vector2D(settings.GAME_WIDTH - 50, settings.GAME_HEIGHT + 4),
                                          color=HUD_TEXT_COLOR,
                                          scale=0.05)
     self.sprites["itour"] = TextSprite(position=Vector2D(settings.GAME_WIDTH - 50, settings.GAME_HEIGHT + 1),
                                        color=HUD_TEXT_COLOR,
                                        scale=0.05)
Esempio n. 4
0
 def next(self,sum_of_shoots):
     self.vitesse.norm = self.vitesse.norm - settings.ballBrakeSquare * self.vitesse.norm ** 2 - settings.ballBrakeConstant * self.vitesse.norm
     ## decomposition selon le vecteur unitaire de ball.speed
     snorm = sum_of_shoots.norm
     if snorm > 0:
         u_s = sum_of_shoots.copy()
         u_s.normalize()
         u_t = Vector2D(-u_s.y, u_s.x)
         speed_abs = abs(self.vitesse.dot(u_s))
         speed_ortho = self.vitesse.dot(u_t)
         speed = Vector2D(speed_abs * u_s.x - speed_ortho * u_s.y, speed_abs * u_s.y + speed_ortho * u_s.x)
         speed += sum_of_shoots
         self.vitesse = speed
     self.vitesse = self.vitesse.norm_max(settings.maxBallAcceleration)
     self.position += self.vitesse
 def from_str(cls, strg):
     l_vect = Vector2D.from_list_str(strg)
     if len(l_vect) != 4:
         raise DecodeException("Wrong format for %s : %s" % (cls, strg))
     return cls(state=MobileMixin(position=l_vect[0], vitesse=l_vect[1]),
                action=SoccerAction(acceleration=l_vect[2],
                                    shoot=l_vect[3]))
Esempio n. 6
0
 def get_welcome(self):
     gw = settings.GAME_WIDTH * 0.35
     gh = settings.GAME_HEIGHT * 0.8
     res = []
     for x in self.list_msg:
         res.append(TextSprite(x, color=MSG_TEXT_COLOR, scale=0.08, position=Vector2D(gw, gh)))
         gh -= 5
     return res
Esempio n. 7
0
 def __init__(self, text="", position=None, color=None, scale=0.1):
     if not position:
         position = Vector2D()
     if not color:
         color = [255, 255, 255, 255]
     try:
         self._label = pyglet.text.Label(text, color=color, font_name="Arial", font_size=40)
     except Exception, e:
         print(e, traceback.print_exc())
Esempio n. 8
0
 def from_list(self, l):
     self._is_ready = False
     delta = -PANEL_DELTA
     self.sprites = []
     for i, s in enumerate(l):
         t1 = TextSprite("%d - %s" % (i + 1, s[1]),
                         color=PANEL_TXT_COLOR,
                         scale=self.scale,
                         position=Vector2D(
                             settings.GAME_WIDTH,
                             settings.GAME_HEIGHT + HUD_HEIGHT + delta))
         t2 = TextSprite(s[2],
                         color=PANEL_SCORE_COLOR,
                         scale=self.scale,
                         position=Vector2D(
                             settings.GAME_WIDTH + PANEL_WIDTH * 1 / 4.,
                             settings.GAME_HEIGHT + HUD_HEIGHT + delta -
                             PANEL_DELTA / 2.))
         self.sprites.append([t1, t2])
         delta -= PANEL_DELTA
         self._is_ready = True
 def _rd_angle(shoot, dangle, dist):
     eliss = lambda x, alpha: (math.exp(alpha * x) - 1) / (math.exp(alpha) -
                                                           1)
     dangle = abs((dangle + math.pi * 2) % (math.pi * 2) - math.pi)
     dangle_factor = eliss(
         1. - max(dangle - math.pi / 2, 0) / (math.pi / 2.), 5)
     norm_factor = eliss(shoot.norm / settings.maxPlayerShoot, 4)
     dist_factor = eliss(dist, 10)
     angle_prc = (1 - (1. - dangle_factor) * (1. - norm_factor) *
                  (1. - 0.5 * dist_factor)
                  ) * settings.shootRandomAngle * math.pi / 2.
     norm_prc = 1 - 0.3 * dist_factor * dangle_factor
     return Vector2D(norm=shoot.norm * norm_prc,
                     angle=shoot.angle + 2 *
                     (random.random() - 0.5) * angle_prc)
 def apply_actions(self, actions=None):
     sum_of_shoots = Vector2D()
     if actions:
         for k, c in self._configs.items():
             if k in actions:
                 sum_of_shoots += c.next(self.ball, actions[k])
     self.ball.next(sum_of_shoots)
     self.step += 1
     if self._is_ball_inside_goal():
         self._do_win(2 if self.ball.position.x <= 0 else 1)
         return
     if self.ball.position.x < 0:
         self.ball.position.x = -self.ball.position.x
         self.ball.vitesse.x = -self.ball.vitesse.x
     if self.ball.position.y < 0:
         self.ball.position.y = -self.ball.position.y
         self.ball.vitesse.y = -self.ball.vitesse.y
     if self.ball.position.x > settings.GAME_WIDTH:
         self.ball.position.x = 2 * settings.GAME_WIDTH - self.ball.position.x
         self.ball.vitesse.x = -self.ball.vitesse.x
     if self.ball.position.y > settings.GAME_HEIGHT:
         self.ball.position.y = 2 * settings.GAME_HEIGHT - self.ball.position.y
         self.ball.vitesse.y = -self.ball.vitesse.y
Esempio n. 11
0
 def from_str(cls, strg):
     tmp = Vector2D.from_list_str(strg)
     return cls(tmp[0], tmp[1])
Esempio n. 12
0
    def start(self):
        return self._start

    @property
    def end(self):
        return self._end


vents: list[Vent] = []

for line in input_list:
    coordinates = line.split(' -> ')
    p1 = list(map(int, coordinates[0].split(',')))
    p2 = list(map(int, coordinates[1].split(',')))

    start = Vector2D(p1[0], p1[1])
    end = Vector2D(p2[0], p2[1])

    vents.append(Vent(start, end))


def get_overlaps(vents: list[Vent]):
    mapping = defaultdict(int)
    for v in vents:
        heading = v.start.unit_vector(v.end)
        pt = v.start
        while pt != v.end:
            mapping[pt] += 1
            pt += heading

        # Include end point
 def __sub__(self, other):
     return Vector2D(self.acceleration - other.acceleration,
                     self.shoot - other.shoot)
 def from_position(cls, x, y):
     return cls(state=MobileMixin(position=Vector2D(x, y)))
Esempio n. 15
0
 def from_str(cls, strg):
     l_vect = Vector2D.from_list_str(strg)
     if len(l_vect) != 4: raise DecodeException("Wrong format for %s : %s" % (cls, strg))
     return cls(state=MobileMixin(position=l_vect[0], vitesse=l_vect[1]),
                action=SoccerAction(acceleration=l_vect[2], shoot=l_vect[3]))
 def from_str(cls, strg):
     tmp = Vector2D.from_list_str(strg)
     return cls(tmp[0], tmp[1])
 def __init__(self, acceleration=Vector2D(), shoot=Vector2D()):
     self.acceleration = acceleration
     self.shoot = shoot