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Steering.py
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Steering.py
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import numpy as np
from Vector import Vector
import Player
import pdb as debug
import Ball
class Target(object):
"""
Provides interface identical to players in order to use steering behaviours
for non-player locations or players seamlessly.
"""
def __init__(self,pos,vel):
self.pos=pos
self.vel=vel
class Steering(object):
"""
Implements steering behaviours. Behaviours all return a vector indicating the direction
that acceleration should be applied.
"""
def __init__(self,player):
self.priority=list()
self.player=player
self._seek_on=False
self._seek_end_zone_on=False
self._avoid_defenders_on=False
self._avoid_walls_on=False
self._pursue_on=False
self._block_on=False
self._avoid_friends_on=False
self._zone_defend_on=False
self._guard_on=False
self._stay_in_range_on=False
self._avoid_end_zone_on=False
self._arrive_at_speed_on=False
def seek_on(self,target,w=1.):
self.seek_target=target
self._seek_on=True
self.w_seek=w
def seek_off(self):
self._seek_on=False
def seek_end_zone_on(self,target,w=1.):
self.seek_end_zone_target=target
self._seek_end_zone_on=True
self.w_seek_end_zone=w
def seek_end_zone_off(self):
self._seek_end_zone_on=False
def avoid_defenders_on(self,team,ignore_dist=30,panic_dist=3,w=1.):
self._avoid_defenders_on = True
self.w_avoid_defenders=w
self.avoid_defenders_team=team
self.avoid_defenders_ignore_dist=ignore_dist
self.avoid_defenders_panic_dist=panic_dist
def avoid_defenders_off(self):
self._avoid_defenders_on=False
def avoid_walls_on(self,pitch,ignore_dist=7,panic_dist=2,w=1.):
self._avoid_walls_on = True
self.w_avoid_walls=w
self.avoid_walls_pitch=pitch
self.avoid_walls_ignore_dist=7
self.avoid_walls_panic_dist=2
def avoid_walls_off(self):
self._avoid_walls_on = False
def pursue_on(self,target,w=1.):
self._pursue_on = True
self.w_pursue=w
self.pursue_target=target
def pursue_off(self):
self._pursue_on = False
def block_on(self,block_target,block_protect,w=1.):
self._block_on = True
self.w_block=w
self.block_carrier=self.player.pitch.ball.carrier
self.block_team=self.player.team
self.block_target=block_target
self.block_protect=block_protect
def block_off(self):
self._block_on = False
def avoid_friends_on(self,team,ignore_dist=5,w=1.):
self._avoid_friends_on = True
self.w_avoid_friends=w
self.avoid_friends_team=team
self.avoid_friends_ignore_dist=ignore_dist
def avoid_friends_off(self):
self._avoid_friends_on=False
def zone_defend_on(self,w=1.):
self._zone_defend_on=True
self.w_zone_defend=w
self.zone_defend_team = self.owner.team
def zone_defend_off(self):
self._zone_defend_on=False
def guard_on(self,protect,radius=5,w=1):
self._guard_on=True
self.w_guard=w
self.guard_protect=protect
self.guard_radius=radius
def guard_off(self):
self._guard_on=False
def stay_in_range_on(self,bc,max_range=30,ignore_dist=20,w=1):
self._stay_in_range_on=True
self.w_stay_in_range=w
self.stay_in_range_bc=bc
self.stay_in_range_max_range=max_range
self.stay_in_range_ignore_dist=ignore_dist
def stay_in_range_off(self):
self._stay_in_range_on=False
def avoid_end_zone_on(self,ez,ignore_dist=10.,panic_dist=2.,w=1):
self._avoid_end_zone_on=True
self.w_avoid_end_zone=w
self.avoid_end_zone_ez=ez
self.avoid_end_zone_ignore_dist=ignore_dist
self.avoid_end_zone_panic_dist=panic_dist
def avoid_end_zone_off(self):
self._avoid_end_zone_on=False
def arrive_at_speed_on(self,target,time,w=1):
self._arrive_at_speed_on=True
self.arrive_at_speed_target=target
self.arrive_at_speed_time=time
self.w_arrive_at_speed=w
def arrive_at_speed_off(self):
self._arrive_at_speed_on=False
def all_off(self):
self.seek_off()
self.seek_end_zone_off()
self.avoid_defenders_off()
self.avoid_walls_off()
self.pursue_off()
self.block_off()
self.avoid_friends_off()
self.zone_defend_off()
self.guard_off()
self.stay_in_range_off()
self.avoid_end_zone_off()
self.arrive_at_speed_off()
def resolve(self):
"""
Return combined result of all steering behaviours.
"""
acc=Vector(0,0)
#if type(self.player.state) == Player.RxAttack:
# pdb.set_trace()
if self._avoid_defenders_on:
acc += self.avoid_defenders() * self.w_avoid_defenders
if self._seek_on:
acc += self.seek() * self.w_seek
if self._seek_end_zone_on:
acc += self.seek_end_zone() * self.w_seek_end_zone
if self._avoid_walls_on:
acc += self.avoid_walls() * self.w_avoid_walls
if self._pursue_on:
acc += self.pursue() * self.w_pursue
if self._block_on:
acc += self.block() * self.w_block
if self._avoid_friends_on:
acc += self.avoid_friends() * self.w_avoid_friends
if self._zone_defend_on:
acc += self.zone_defend() * self.w_zone_defend
if self._guard_on:
acc += self.guard() * self.w_guard
if self._stay_in_range_on:
acc += self.stay_in_range() * self.w_stay_in_range
if self._avoid_end_zone_on:
acc += self.avoid_end_zone() * self.w_avoid_end_zone
if self._arrive_at_speed_on:
acc += self.arrive_at_speed() * self.w_arrive_at_speed
return acc.truncate(self.player.top_acc)
def seek(self):
"""
Attempts to acc directly at target.
"""
desired_velocity = (self.seek_target.pos-self.player.pos).norm() * self.player.top_speed
#this=self.player
#projected_pos = this.pos + this.vel * this.pitch.dt
#desired_velocity = (self.seek_target.pos - projected_pos).norm() * this.top_speed
return (desired_velocity - self.player.vel)
def seek_end_zone(self):
"""
Attempts to acc directly at an end zone denoted by its x value (no y value needed).
"""
desired_x_velocity = np.sign(self.seek_end_zone_target-self.player.x) * self.player.top_speed
return (Vector(desired_x_velocity,0.) - self.player.vel)
def avoid_defenders(self):
"""
Avoid just the nearest defender by acc directly away from them.
Ignores anyone not goalward of us, even if they are close and faster than us.
"""
this=self.player
ignore_dist=self.avoid_defenders_ignore_dist
panic_dist=self.avoid_defenders_panic_dist
#
nearest=None
nearest_dist2 = 1e10
ignore_dist2=ignore_dist**2
this_end_zone_dist = this.dist_to_attack_end_zone
for p in self.avoid_defenders_team.players.values():
if not p.standing: continue
if this_end_zone_dist < p.dist_to_defend_end_zone : continue
dist2 = (this.pos - p.pos).mag2()
if dist2 < nearest_dist2:
nearest=p
nearest_dist2=dist2
if nearest == None:
return Vector(0,0)
if nearest_dist2 > ignore_dist2:
return Vector(0,0)
else:
# Calculate distance scaling
dist = np.sqrt(nearest_dist2)
if dist <= panic_dist:
fac=1.
else:
fac = 1.-(dist-panic_dist)/(ignore_dist-panic_dist)
desired_velocity = (this.pos-nearest.pos).norm()*this.top_speed*fac
desired_acc = desired_velocity - this.vel
# Don't permit accelerating backwards
if (desired_acc.x * this.direction) < 0.:
desired_acc = Vector(0.,desired_acc.mag()*np.sign(desired_acc.y))
return desired_acc
def avoid_walls(self):
this=self.player
pitch=self.avoid_walls_pitch
#
ignore_dist=self.avoid_walls_ignore_dist
panic_dist=self.avoid_walls_panic_dist
#
if this.y <= ignore_dist:
if this.y <= panic_dist:
desired_acc = Vector(0.,this.top_speed-this.vel.y)*2.
else:
fac = 1.-(this.y-panic_dist)/(ignore_dist-panic_dist)
desired_acc = Vector(0.,(this.top_speed-this.vel.y) * fac)
elif this.y >= (pitch.ysize-ignore_dist):
if this.y >= (pitch.ysize-panic_dist):
desired_acc = Vector(0.,-this.top_speed-this.vel.y)*2.
else:
y_diff = pitch.ysize-this.y
fac = 1.-(y_diff-panic_dist)/(ignore_dist-panic_dist)
desired_acc = Vector(0.,-(this.top_speed+this.vel.y) * fac)
else:
desired_acc = Vector(0,0)
return desired_acc
def pursue(self):
" Go towards projected target position. "
this=self.player
# NOTE: Probably better to just assume they are running to EZ than projecting current vel? Or not?
# NOTE: Maybe this is okay, and covering the EZ is a different behaviour. This one is good for following
# a recievers lead to the side.
# How far to project? Take half distance to target and turn into travel time using their
# top speed. Then project their current speed for that time and seek to that position.
dist = (this.pos-self.pursue_target.pos).mag()/2.
travel_time = dist/self.pursue_target.top_speed
# this is the 'project current velocity' version
#projected_pos = self.pursue_target.pos + self.pursue_target.vel * travel_time
projected_pos = self.pursue_target.pos + Vector(self.pursue_target.top_speed * this.direction * -1,0) * travel_time
desired_velocity = (projected_pos -this.pos).norm() * this.top_speed
return desired_velocity - this.vel
def block(self):
this = self.player
# Want to move towards their projected position, assuming they will go straight at the
# player we are protecting.
# How far to project? Take half the distance to target player and turn into travel time.
# Project their velocity for that time and seek to that position.
dist = (this.pos - self.block_target.pos).mag()/2.
travel_time = dist/self.block_target.top_speed
projected_vel = (self.block_protect.pos - self.block_target.pos).norm() * self.block_target.top_speed
target = self.block_target.pos + projected_vel * travel_time
desired_velocity = (target - this.pos).norm() * this.top_speed
return (desired_velocity - this.vel)
def avoid_friends(self):
"""
Avoids all friends within a certain (small) radius.
Intended as a means of preventing collisions rather than tactically spreading out.
"""
this=self.player
ignore_dist=self.avoid_friends_ignore_dist
#
acc=Vector(0,0)
ignore2=ignore_dist**2
a=1
for p in self.avoid_friends_team.players.values():
if this == p: continue
if not p.standing:continue
dist2 = (this.pos - p.pos).mag2()
if dist2 < ignore2:
acc += (this.pos-p.pos).norm()*this.top_speed*(ignore_dist-np.sqrt(dist2))/ignore_dist*2.
return acc
def zone_defend(self):
"""
Try to keep equidistance between zone limits and other zoners.
"""
# Magic numbers
# What fraction of the distance between enemy BC and EZ to aim to sit at?
# Higher values indicate more aggressive closer defending, lower values more defensive and further back.
def_factor=0.5
this = self.player
bx=pitch.ball.x
if this.direction > 0:
xwant = bx * def_factor
else:
xwant = pitch.xsize - ( (pitch.xsize - bx) * def_factor )
target=Vector(xwant,self.zone_defence_y_target)
# Set to 'arrive' at target location with zero velocity
diff = target-this.pos
t_dir = diff.norm()
dist = diff.mag()
cur_speed = t_dir * this.vel
stopping_distance = cur_speed**2/(2.*this.top_acc)
if stopping_distance < dist:
desired_velocity = t_dir * this.top_speed
else:
desired_velocity = t_dir * (-this.top_speed)
return desired_velocity - this.vel
def guard(self):
this=self.player
# NOTE: Can get speed up by using the Team stored nearest defender if we are guarinding the BC
defs = [ p for p in this.opposite_team.players.values() ]
d2 = [ (p.pos - this.pitch.ball.carrier).mag2() for p in defs]
baddie = defs[np.argmin(d2)]
# Find norm vector in direction of baddie from player we are protecting
direction = (baddie.pos - self.guard_protect.pos).norm()
# Project
target = self.guard_protect.pos + direction * self.guard_radius
desired_velocity = (target - this.pos).norm() * this.top_speed
return (desired_velocity - this.vel)
def stay_in_range(self):
this=self.player
dist=(this.pos-self.stay_in_range_bc.pos).mag()
if dist <= self.stay_in_range_ignore_dist:
return Vector(0,0)
else:
fac=(dist-self.stay_in_range_ignore_dist)\
/(self.stay_in_range_max_range-self.stay_in_range_ignore_dist)
desired_velocity = (self.stay_in_range_bc.pos - this.pos)*this.top_speed * fac
return (desired_velocity - this.vel)
def avoid_end_zone(self):
this=self.player
ignore_dist=self.avoid_end_zone_ignore_dist
panic_dist=self.avoid_end_zone_panic_dist
target = Vector(self.avoid_end_zone_ez,this.y)
dist = (target - this.pos).mag()
if dist <= ignore_dist:
if dist <= panic_dist:
fac = 1
else:
fac = 1.-(this.y-panic_dist)/(ignore_dist-panic_dist)
desired_velocity = (target - this.pos).norm() * this.top_speed * fac
ret = desired_velocity - this.vel
else:
ret=Vector(0,0)
return ret
def arrive_at_speed(self):
this=self.player
diff = self.arrive_at_speed_target - this.pos
dist = diff.mag()
time = self.arrive_at_speed_time - this.pitch.game_time
speed = dist/time
desired_velocity = diff.norm() * speed
return desired_velocity - this.vel