コード例 #1
0
    def test_move_to(self):
        A_CRUISE_SPEED = 0.1
        self.pose = Pose(Position(0, 0), 0.0)
        self.move = MoveToPosition(self.game_state, self.a_player, self.pose,
                                   False, A_CRUISE_SPEED)
        return_cmd = self.move.exec()
        expected_cmd = AICommand(
            self.a_player, AICommandType.MOVE, **{
                "pose_goal": self.pose,
                "pathfinder_on": False,
                "cruise_speed": A_CRUISE_SPEED
            })
        self.assertEqual(return_cmd, expected_cmd)

        self.pose = Pose(Position(0.5, 0.3), 3.2)
        self.move = MoveToPosition(self.game_state, self.a_player, self.pose,
                                   False, A_CRUISE_SPEED)
        self.assertEqual(
            MoveToPosition.exec(self.move),
            AICommand(
                self.a_player, AICommandType.MOVE, **{
                    "pose_goal": self.pose,
                    "pathfinder_on": False,
                    "cruise_speed": A_CRUISE_SPEED
                }))
コード例 #2
0
    def exec(self):
        if self.check_success():
            self.status_flag = Flags.SUCCESS
        else:
            self.status_flag = Flags.WIP

        next_action = MoveToPosition(self.game_state, self.player_id, self.target)
        return next_action.exec()
コード例 #3
0
ファイル: test_actions.py プロジェクト: etibuteau/StrategyIA
    def test_move_to(self):
        self.pose = Pose(Position(0, 0, 0), orientation=0.0)
        self.move = MoveToPosition(self.game_state, self.player_id, self.pose)
        self.assertEqual(self.move.exec(),
                         AICommand(1, AICommandType.MOVE,
                                   **{"pose_goal": self.pose}))

        self.pose = Pose(Position(0.5, 0.3, 0.2), orientation=3.2)
        self.move = MoveToPosition(self.game_state, self.player_id, self.pose)
        self.assertEqual(MoveToPosition.exec(self.move),
                         AICommand(self.player_id, AICommandType.MOVE, **{"pose_goal": self.pose}))
コード例 #4
0
ファイル: test_actions.py プロジェクト: gagabi2/StrategyIA
    def test_move_to(self):
        self.pose = Pose(Position(0, 0, 0), orientation=0.0)
        self.move = MoveToPosition(self.game_state, self.player_id, self.pose)
        self.assertEqual(
            self.move.exec(),
            AICommand(1, AICommandType.MOVE, **{"pose_goal": self.pose}))

        self.pose = Pose(Position(0.5, 0.3, 0.2), orientation=3.2)
        self.move = MoveToPosition(self.game_state, self.player_id, self.pose)
        self.assertEqual(
            MoveToPosition.exec(self.move),
            AICommand(self.player_id, AICommandType.MOVE,
                      **{"pose_goal": self.pose}))
コード例 #5
0
ファイル: RotateAround.py プロジェクト: gagabi2/StrategyIA
 def rotate_around(self):
     if self._has_reached_pose(self.pose_list[self.index]):
         self.index += 1
         if self.index == len(self.pose_list):   # position finale atteinte
             self.status_flag = Flags.SUCCESS
             self.next_state = self.halt
             action = Idle(self.game_state, self.player)
         else:                                   # position intermédiaire atteinte
             self.status_flag = Flags.WIP
             action = MoveToPosition(self.game_state, self.player, self.pose_list[self.index])
     else:
         self.status_flag = Flags.WIP
         action = MoveToPosition(self.game_state, self.player, self.pose_list[self.index])
     return action
コード例 #6
0
ファイル: RotateAround.py プロジェクト: gagabi2/StrategyIA
    def calculate_path(self):
        self.initial_position = self.player.pose.position
        self.initial_orientation = self.player.pose.orientation
        self.initial_distance = get_distance(self.origin, self.initial_position)
        self.initial_angle = get_angle(self.origin, self.initial_position)
        self.target_angle = get_angle(self.origin, self.target.position)
        self.delta_angle = (self.target_angle + m.pi - self.initial_angle) % (2 * m.pi)
        if self.delta_angle > m.pi:
            self.delta_angle -= 2 * m.pi

        if m.fabs(self.delta_angle) >= self.ANGLE_INCREMENT:
            self.num_points = int(
                m.fabs(self.delta_angle) // self.ANGLE_INCREMENT)  # incrément d'environ pi/8 radians (22.5 degrés)
            self.angle_increment = self.delta_angle / self.num_points
        else:
            self.num_points = 1
            self.angle_increment = self.delta_angle

        for i in range(self.num_points):
            pos = rotate_point_around_origin(self.initial_position, self.origin, (i + 1) * self.angle_increment)
            theta = self.initial_orientation + (i + 1) * self.angle_increment
            self.pose_list.append(Pose(pos, theta))

        self.next_state = self.rotate_around
        return MoveToPosition(self.game_state, self.player, self.pose_list[self.index])
コード例 #7
0
    def exec(self):
        self.target_player = closest_player_to_point(
            self.game_state.get_ball_position(), our_team=False).player
        orientation_opponent = np.array([
            math.cos(self.target_player.pose.orientation),
            math.sin(self.target_player.pose.orientation)
        ])
        destination_position = self.target_player.pose.position + self.distance * orientation_opponent
        ball_to_player = self.game_state.get_ball_position(
        ) - self.player.pose.orientation
        destination_orientation = ball_to_player.angle()
        destination_pose = Pose(destination_position, destination_orientation)

        if self.check_success():
            self.status_flag = Flags.SUCCESS
        else:
            self.status_flag = Flags.WIP

        return MoveToPosition(self.game_state,
                              self.player,
                              destination_pose,
                              pathfinder_on=True,
                              cruise_speed=self.cruise_speed,
                              collision_ball=self.collision_ball,
                              charge_kick=self.charge_kick,
                              end_speed=self.end_speed,
                              dribbler_on=self.dribbler_on).exec()
コード例 #8
0
    def exec(self):
        if self.check_success():
            self.status_flag = Flags.SUCCESS
        else:
            self.status_flag = Flags.WIP

        return MoveToPosition(self.game_state,
                              self.player,
                              self.target,
                              cruise_speed=self.cruise_speed).exec()
コード例 #9
0
    def is_moving(self):
        if (self.player.pose.position -
                self.init_position).norm() > MOVING_THRESHOLD:
            self.start_moving_time = time.time()
            self.loop_delay = self.start_moving_time - self.send_command_time
            print('Delay of the AI loop is {:5.3f} second'.format(
                self.loop_delay))
            self.next_state = self.halt
        else:
            self.next_state = self.is_moving

        return MoveToPosition(self.game_state, self.player, self.target)
コード例 #10
0
    def exec(self):
        if self.check_success():
            self.status_flag = Flags.SUCCESS
        else:
            self.status_flag = Flags.WIP

        return MoveToPosition(self.game_state,
                              self.player,
                              self.target,
                              pathfinder_on=True,
                              cruise_speed=self.cruise_speed,
                              collision_ball=self.collision_ball,
                              charge_kick=self.charge_kick,
                              end_speed=self.end_speed).exec()
コード例 #11
0
ファイル: GoGetBall.py プロジェクト: gagabi2/StrategyIA
 def grab_ball(self):
     if self._get_distance_from_ball(
     ) < 120 and self._is_player_towards_ball_and_target():
         self.next_state = self.halt
         self.status_flag = Flags.SUCCESS
     else:
         self.next_state = self.grab_ball
     ball_x = self.game_state.get_ball_position().x
     ball_y = self.game_state.get_ball_position().y
     angle_ball_2_target = np.arctan2(self.target.position.y - ball_y,
                                      self.target.position.x - ball_x)
     return MoveToPosition(
         self.game_state, self.player,
         Pose(Position(ball_x, ball_y), angle_ball_2_target))
コード例 #12
0
    def protect_goal(self):
        if not self.penalty_kick:
            if not self._is_ball_too_far and \
                    self.player == closest_player_to_point(self.game_state.get_ball_position()).player and\
                    self._get_distance_from_ball() < ROBOT_RADIUS *3:
                self.next_state = self.go_behind_ball
            else:
                self.next_state = self.protect_goal
            return ProtectGoal(self.game_state,
                               self.player,
                               self.is_yellow,
                               minimum_distance=300,
                               maximum_distance=self.game_state.game.field.
                               constant["FIELD_GOAL_RADIUS"] / 2)
        else:
            our_goal = Position(
                self.game_state.const["FIELD_OUR_GOAL_X_EXTERNAL"], 0)
            opponent_kicker = player_with_ball(2 * ROBOT_RADIUS)
            ball_position = self.game_state.get_ball_position()
            if opponent_kicker is not None:
                ball_to_goal = our_goal.x - ball_position.x

                if self.game_state.field.our_side is FieldSide.POSITIVE:
                    opponent_kicker_orientation = clamp(
                        opponent_kicker.pose.orientation, -pi / 5, pi / 5)
                    goalkeeper_orientation = wrap_to_pi(
                        opponent_kicker_orientation - pi)
                else:
                    opponent_kicker_orientation = clamp(
                        wrap_to_pi(opponent_kicker.pose.orientation - pi),
                        -pi / 5, pi / 5)
                    goalkeeper_orientation = opponent_kicker_orientation

                y_position_on_line = ball_to_goal * tan(
                    opponent_kicker_orientation)
                width = self.game_state.const["FIELD_GOAL_WIDTH"]
                y_position_on_line = clamp(y_position_on_line, -width, width)

                destination = Pose(our_goal.x, y_position_on_line,
                                   goalkeeper_orientation)

            else:
                destination = Pose(our_goal)
            return MoveToPosition(self.game_state,
                                  self.player,
                                  destination,
                                  pathfinder_on=True,
                                  cruise_speed=2)
コード例 #13
0
    def support_other_zone(self):
        enemy_positions = self.get_enemy_in_zone()

        if len(enemy_positions) == 0:
            self.next_state = self.support_other_zone
        else:
            self.next_state = self.cover_zone

        destination = stayInsideSquare(self.game_state.get_ball_position(),
                                       self.y_top, self.y_bottom, self.x_left,
                                       self.x_right)
        destination = self.game_state.game.field.stay_outside_goal_area(
            destination, our_goal=True)
        orientation = (self.game_state.get_ball_position() -
                       destination).angle()
        return MoveToPosition(self.game_state, self.player,
                              Pose(destination, orientation))
コード例 #14
0
ファイル: ReceivePass.py プロジェクト: gagabi2/StrategyIA
    def move_to_catch_ball(self):
        ball_position = self.game_state.get_ball_position()
        if has_ball(self.game_state, self.player_id):
            self.next_state = self.halt
            self.status_flag = Flags.SUCCESS
            return Idle(self.game_state, self.player)
        else:  # position the robot to be able to catch the ball
            current_position = self.player.pose.position
            next_ball_position = ball_position + self.game_state.get_ball_velocity()
            destination_position = get_closest_point_on_line(current_position, ball_position, next_ball_position)

            rotation_towards_ball = get_angle(destination_position, ball_position)
            pose_towards_ball = Pose(destination_position, rotation_towards_ball)

            self.next_state = self.move_to_catch_ball
            self.status_flag = Flags.WIP
            return MoveToPosition(self.game_state, self.player, pose_towards_ball)
コード例 #15
0
ファイル: mark.py プロジェクト: gagabi2/StrategyIA
 def move_to_enemy(self):
     if self._is_player_between_ball_and_enemy():
         self.next_state = self.move_to_enemy
         self.status_flag = Flags.SUCCESS
     else:
         self.next_state = self.go_between_ball_and_enemy
         self.status_flag = Flags.WIP
     player = self.player.pose.position.conv_2_np()
     enemy = self.player.pose.position.conv_2_np()
     ball = self.game_state.get_ball_position().conv_2_np()
     ball_to_enemy = enemy - ball
     player_to_ball = ball - player
     destination = enemy - 300 * ball_to_enemy / np.linalg.norm(
         ball_to_enemy)
     destination_orientation = np.arctan2(player_to_ball[1],
                                          player_to_ball[0])
     return MoveToPosition(
         self.game_state, self.player,
         Pose(Position.from_np(destination), destination_orientation))
コード例 #16
0
 def exec(self):
     self.status_flag = Flags.WIP
     return MoveToPosition(self.game_state, self.player, self.player.pose,
                           1)
コード例 #17
0
 def move(self):
     self.status_flag = Flags.WIP
     self.send_command_time = time.time()
     self.next_state = self.is_moving
     self.init_position = self.player.pose.position
     return MoveToPosition(self.game_state, self.player, self.target)
コード例 #18
0
class TestActions(unittest.TestCase):
    def setUp(self):
        # ToDo : Use mock instead of actual objects
        self.game_state = GameState()
        self.game = Game()
        self.game.set_referee(Referee())
        game_world = ReferenceTransferObject(self.game)
        game_world.set_team_color_svc(TeamColorService(TeamColor.YELLOW))
        self.game_state.set_reference(game_world)
        self.a_player = OurPlayer(TeamColor.YELLOW, A_PLAYER_ID)

    def test_move_to(self):
        A_CRUISE_SPEED = 0.1
        self.pose = Pose(Position(0, 0), 0.0)
        self.move = MoveToPosition(self.game_state, self.a_player, self.pose,
                                   False, A_CRUISE_SPEED)
        return_cmd = self.move.exec()
        expected_cmd = AICommand(
            self.a_player, AICommandType.MOVE, **{
                "pose_goal": self.pose,
                "pathfinder_on": False,
                "cruise_speed": A_CRUISE_SPEED
            })
        self.assertEqual(return_cmd, expected_cmd)

        self.pose = Pose(Position(0.5, 0.3), 3.2)
        self.move = MoveToPosition(self.game_state, self.a_player, self.pose,
                                   False, A_CRUISE_SPEED)
        self.assertEqual(
            MoveToPosition.exec(self.move),
            AICommand(
                self.a_player, AICommandType.MOVE, **{
                    "pose_goal": self.pose,
                    "pathfinder_on": False,
                    "cruise_speed": A_CRUISE_SPEED
                }))

    def test_idle(self):
        idle = Idle(self.game_state, self.a_player)
        expected_command = AICommand(
            self.a_player,
            AICommandType.STOP,
            control_loop_type=AIControlLoopType.POSITION)
        actual_command = Idle.exec(idle)
        self.assertEqual(actual_command, expected_command)

    def test_GrabBall(self):
        self.grab_ball = GetBall(self.game_state, self.a_player)
        self.game_state.set_ball_position(Position(5, 0), A_DELTA_T)
        ai_cmd = self.grab_ball.exec()
        ball_position = self.game_state.get_ball_position()
        destination_orientation = (ball_position -
                                   self.a_player.pose.position).angle()
        destination_pose = Pose(ball_position, destination_orientation)
        ai_cmd_expected = AICommand(self.a_player, AICommandType.MOVE,
                                    **{"pose_goal": destination_pose})
        self.assertEqual(ai_cmd, ai_cmd_expected)

        grab_pose = Pose(Position(-5, 5), 3 * pi / 4)
        self.game_state.set_ball_position(Position(-5, 5), A_DELTA_T)
        ai_cmd = self.grab_ball.exec()
        ai_cmd_expected = AICommand(self.a_player, AICommandType.MOVE,
                                    **{"pose_goal": grab_pose})
        self.assertEqual(ai_cmd, ai_cmd_expected)

    @unittest.skip("GoBetween does not actually go in between")
    def test_GoBetween(self):
        # test avec une droite verticale
        POS_TOP = Position(100, 100)
        POS_BOTTOM = Position(100, -100)
        POS_TARGET = Position(200, 0)
        POS_INBETWEEN = Position(100, 0)
        self.go_between = GoBetween(self.game_state, self.a_player, POS_TOP,
                                    POS_BOTTOM, POS_TARGET)
        ai_cmd = self.go_between.exec().pose_goal
        ai_cmd_expected = Pose(POS_INBETWEEN, 0)
        self.assertEqual(ai_cmd, ai_cmd_expected)

        # test avec une droite horizontale
        self.go_between = GoBetween(self.game_state, self.a_player,
                                    Position(100, 100), Position(-100, 100),
                                    Position(0, 200))
        ai_cmd = self.go_between.exec().pose_goal
        ai_cmd_expected = Pose(Position(0, 100), pi / 2)
        self.assertEqual(ai_cmd, ai_cmd_expected)

        # test avec une droite quelconque
        self.go_between = GoBetween(self.game_state, self.a_player,
                                    Position(0, 500), Position(500, 0),
                                    Position(-300, -300))
        ai_cmd = self.go_between.exec().pose_goal
        ai_cmd_expected = Pose(Position(250, 250), -3 * pi / 4)
        self.assertEqual(ai_cmd, ai_cmd_expected)

        # test destination calculée derrière position1
        self.go_between = GoBetween(self.game_state, self.a_player,
                                    Position(1000, 75), Position(1500, -250),
                                    Position(0, 0), 0)
        ai_cmd = self.go_between.exec().pose_goal
        ai_cmd_expected = Pose(Position(1000, 75), -3.067)
        self.assertEqual(ai_cmd, ai_cmd_expected)

        # test destination calculée derrière position2
        self.go_between = GoBetween(self.game_state, self.a_player,
                                    Position(-100, 50), Position(-50, 50),
                                    Position(-60.0 + sqrt(3), 51.0), 10)
        ai_cmd = self.go_between.exec().pose_goal
        ai_cmd_expected = Pose(Position(-60, 50), 0.5235)
        self.assertEqual(ai_cmd, ai_cmd_expected)

        # test correction pour respecter la distance minimale
        self.go_between = GoBetween(self.game_state, self.a_player,
                                    Position(-500, 25), Position(1, 25),
                                    Position(-179, 0), 180)
        ai_cmd = self.go_between.exec().pose_goal
        ai_cmd_expected = Pose(Position(-179, 25), -pi / 2)
        self.assertEqual(ai_cmd, ai_cmd_expected)

        # test distance entre les positions insuffisantes
        self.assertRaises(AssertionError, GoBetween, self.game_state,
                          self.a_player, Position(1, 1), Position(-1, -1), 50)

    def test_GoBehind(self):
        # TODO: faire davantage de cas de test
        distance_behind = 500

        # test avec une droite verticale
        self.go_behind = GoBehind(self.game_state, self.a_player,
                                  Position(1000, 250.3), Position(1000, 725.8),
                                  distance_behind)
        aicmd_obtenu = self.go_behind.exec()
        aicmd_expected = AICommand(
            self.a_player, AICommandType.MOVE,
            **{"pose_goal": Pose(Position(1000, -249.700), 1.5707)})
        self.assertEqual(aicmd_obtenu, aicmd_expected)

        # test avec une droite quelconque
        self.go_behind = GoBehind(self.game_state, self.a_player,
                                  Position(1.5, 2.3), Position(18.3, 27.8),
                                  distance_behind)
        aicmd_obtenu = self.go_behind.exec()
        aicmd_expected = AICommand(
            self.a_player, AICommandType.MOVE,
            **{"pose_goal": Pose(Position(-273.579, -415.230), 0.9882)})

        self.assertEqual(aicmd_obtenu, aicmd_expected)

        # test avec une droite horizontale
        self.go_behind = GoBehind(self.game_state, self.a_player,
                                  Position(175.8, -200.34),
                                  Position(-276.8, -200.34), distance_behind)
        aicmd_obtenu = GoBehind.exec(self.go_behind)
        aicmd_cible = AICommand(
            self.a_player, AICommandType.MOVE,
            **{"pose_goal": Pose(Position(675.800, 99.660), -2.601)})
        self.assertEqual(aicmd_obtenu, aicmd_cible)

    def test_kick(self):
        # test avec la valeur 0 (nulle)
        target = Pose(Position(1, 1))
        ball_position = Position(5, 0)
        self.game_state.set_ball_position(ball_position, A_DELTA_T)
        expected_cmd = AICommand(
            self.a_player, AICommandType.MOVE, **{
                "pose_goal": Pose(ball_position, 0.785),
                "charge_kick": True,
                "kick": True,
                "pathfinder_on": True,
                "cruise_speed": 0.1,
                "end_speed": 0
            })
        return_cmd = Kick(self.game_state,
                          self.a_player,
                          force=0,
                          target=target).exec()
        self.assertEqual(expected_cmd, return_cmd)

        # test avec la valeur 1 (force maximale)
        expected_cmd.kick_strength = 1
        return_cmd = Kick(self.game_state, self.a_player, 1,
                          target=target).exec()
        self.assertEqual(return_cmd, expected_cmd)

        # test avec la valeur 0.3 (force intermediaire)
        expected_cmd.kick_strength = 0.3
        return_cmd = Kick(self.game_state, self.a_player, 0.3,
                          target=target).exec()
        self.assertEqual(return_cmd, expected_cmd)

    @unittest.skip("I got lazy, didn't want to review all of the protectgoal.")
    def test_ProtectGoal(self):
        # test de base
        self.game_state.game.friends.players[0].update(Pose(Position(4450,
                                                                     10)))
        self.game_state.game.ball.set_position(Position(0, 0), 0)
        self.protectGoal = ProtectGoal(self.game_state, 0)

        aicmd_obtenu = self.protectGoal.exec()
        aicmd_cible = AICommand(self.a_player, AICommandType.MOVE,
                                **{"pose_goal": Pose(Position(4000, 0), -pi)})
        self.assertEqual(aicmd_obtenu, aicmd_cible)

        # test distance max < distance min
        self.assertRaises(AssertionError, ProtectGoal, self.game_state, 0,
                          True, 50, 40)
コード例 #19
0
ファイル: test_actions.py プロジェクト: etibuteau/StrategyIA
class TestActions(unittest.TestCase):
    def setUp(self):
        # ToDo : Use mock instead of actual objects
        self.game_state = GameState()
        self.game = Game()
        self.game.set_referee(Referee())
        self.game.ball = Ball()
        game_world = GameWorld(self.game)
        game_world.set_team_color_svc(TeamColorService(TeamColor.YELLOW_TEAM))
        self.game.set_our_team_color(TeamColor.YELLOW_TEAM)
        self.game_state.set_reference(game_world)
        self.player_id = 1  # random integer

    @unittest.skip("I don't know whuy the f**k it is broken here.")
    def test_move_to(self):
        self.pose = Pose(Position(0, 0, 0), orientation=0.0)
        self.move = MoveToPosition(self.game_state, self.player_id, self.pose)
        self.assertEqual(self.move.exec(),
                         AICommand(1, AICommandType.MOVE,
                                   **{"pose_goal": self.pose}))

        self.pose = Pose(Position(0.5, 0.3, 0.2), orientation=3.2)
        self.move = MoveToPosition(self.game_state, self.player_id, self.pose)
        self.assertEqual(MoveToPosition.exec(self.move),
                         AICommand(self.player_id, AICommandType.MOVE, **{"pose_goal": self.pose}))

    @unittest.skip("I don't know whuy the f**k it is broken here.")
    def test_idle(self):
        self.idle = Idle(self.game_state, self.player_id)
        current_pose = None
        current_pose_string = AICommand(self.player_id, AICommandType.STOP)
        self.assertEqual(Idle.exec(self.idle), current_pose_string)

    @unittest.skip("I don't know what the f**k is happening here.")
    def test_GrabBall(self):
        self.grab_ball = GetBall(self.game_state, self.player_id)
        self.game_state.game.ball.set_position(Position(5, 0), 0)
        ai_cmd = self.grab_ball.exec()
        ball_position = self.game_state.get_ball_position()
        destination_orientation = get_angle(self.game_state.get_player_pose(self.player_id).position, ball_position)
        destination_pose = {"pose_goal": Pose(ball_position, destination_orientation)}
        ai_cmd_expected = AICommand(self.player_id, AICommandType.MOVE,
                                    **{"pose_goal": destination_pose})
        self.assertEqual(ai_cmd, ai_cmd_expected)

        self.game_state.game.ball.set_position(Position(-5, 5), 0)
        ai_cmd = self.grab_ball.exec()
        ai_cmd_expected = AICommand(Pose(Position(-5, 5), 3*pi/4), 0)
        self.assertEqual(ai_cmd, ai_cmd_expected)

    @unittest.skip("LAZY ME OH HELL")
    def test_MoveWithBall(self):
        self.move_with_ball = MoveToDribblingBall(self.game_state, self.player_id, Position(100, 0))
        self.game_state.game.ball.set_position(Position(5, 0), 0)
        ai_cmd = self.move_with_ball.exec()
        ai_cmd_expected = AICommand(self.player_id, AICommandType.MOVE,
                                    **{"pose_goal": Pose(Position(100, 0), 0)})
        self.assertEqual(ai_cmd, ai_cmd_expected)

        self.game_state.game.ball.set_position(Position(5, 2), 0)
        ai_cmd = self.move_with_ball.exec()
        ai_cmd_expected = AICommand(self.player_id, AICommandType.MOVE,
                                    **{"pose_goal": Pose(Position(100, 0), atan(2/5))})
        self.assertEqual(ai_cmd, ai_cmd_expected)

    @unittest.skip("I don't know whuy the f**k it is broken here.")
    def test_GoBetween(self):
        # test avec une droite verticale
        self.go_between = GoBetween(self.game_state, self.player_id, Position(100, 100), Position(100, -100),
                                    Position(200, 0))
        ai_cmd = self.go_between.exec()
        ai_cmd_expected = AICommand(self.player_id, AICommandType.MOVE,
                                    **{"pose_goal": Pose(Position(100, 0), 0)})
        self.assertEqual(ai_cmd, ai_cmd_expected)

        # test avec une droite horizontale
        self.go_between = GoBetween(self.game_state, self.player_id, Position(100, 100), Position(-100, 100),
                                    Position(0, 200))
        ai_cmd = self.go_between.exec()
        ai_cmd_expected = AICommand(self.player_id, AICommandType.MOVE,
                                    **{"pose_goal": Pose(Position(0, 100), pi/2)})
        self.assertEqual(ai_cmd, ai_cmd_expected)

        # test avec une droite quelconque
        self.go_between = GoBetween(self.game_state, self.player_id, Position(0, 500), Position(500, 0),
                                    Position(-300, -300))
        ai_cmd = self.go_between.exec()
        ai_cmd_expected = AICommand(self.player_id, AICommandType.MOVE,
                                    **{"pose_goal": Pose(Position(250, 250), -3*pi/4)})
        self.assertEqual(ai_cmd, ai_cmd_expected)

        # test destination calculée derrière position1
        self.go_between = GoBetween(self.game_state, self.player_id, Position(1000, 75), Position(1500, -250),
                                    Position(0, 0), 180)
        ai_cmd = self.go_between.exec()
        ai_cmd_expected = AICommand(self.player_id, AICommandType.MOVE,
                                    **{"pose_goal": Pose(Position(1150, -23), 3.1215)})
        self.assertEqual(ai_cmd, ai_cmd_expected)

        # test destination calculée derrière position2
        self.go_between = GoBetween(self.game_state, self.player_id, Position(-100, 50), Position(-50, 50),
                                    Position(-60.0 + sqrt(3), 51.0), 10)
        ai_cmd = self.go_between.exec()
        ai_cmd_expected = AICommand(self.player_id, AICommandType.MOVE,
                                    **{"pose_goal": Pose(Position(-60, 50), 0.5235)})
        self.assertEqual(ai_cmd, ai_cmd_expected)

        # test correction pour respecter la distance minimale
        self.go_between = GoBetween(self.game_state, self.player_id, Position(-500, 25), Position(1, 25),
                                    Position(-179, 0), 180)
        ai_cmd = self.go_between.exec()
        ai_cmd_expected = AICommand(self.player_id, AICommandType.MOVE,
                                    **{"pose_goal": Pose(Position(-179, 25), -pi/2)})
        self.assertEqual(ai_cmd, ai_cmd_expected)

        # test distance entre les positions insuffisantes
        self.assertRaises(AssertionError, GoBetween, self.game_state, self.player_id, Position(1, 1),
                          Position(-1, -1), 50)

    @unittest.skip("I don't know whuy the f**k it is broken here.")
    def test_GoBehind(self):
        # TODO: faire davantage de cas de test
        distance_behind = 500

        # test avec une droite quelconque
        self.go_behind = GoBehind(self.game_state, self.player_id, Position(1.5, 2.3), Position(18.3, 27.8),
                                  distance_behind)
        aicmd_obtenu = GoBehind.exec(self.go_behind)
        aicmd_cible = AICommand(self.player_id, AICommandType.MOVE,
                                **{"pose_goal": Pose(Position(-273, -415), 0.9882)})
        # AICommand(Pose(Position(-273, -415), 0.9882), 0)
        self.assertEqual(aicmd_obtenu, aicmd_cible)

        # test avec une droite verticale
        self.go_behind = GoBehind(self.game_state, self.player_id, Position(1000, 250.3), Position(1000, 725.8),
                                  distance_behind)
        aicmd_obtenu = GoBehind.exec(self.go_behind)
        aicmd_cible = AICommand(self.player_id, AICommandType.MOVE,
                                **{"pose_goal": Pose(Position(1000, -249), 1.5707)})
        # AICommand(Pose(Position(1000, -249), 1.5707), 0)
        self.assertEqual(aicmd_obtenu, aicmd_cible)

        # test avec une droite horizontale
        self.go_behind = GoBehind(self.game_state, self.player_id, Position(175.8, -200.34), Position(-276.8, -200.34),
                                  distance_behind)
        aicmd_obtenu = GoBehind.exec(self.go_behind)
        aicmd_cible = AICommand(self.player_id, AICommandType.MOVE,
                                **{"pose_goal": Pose(Position(675, -200), -3.1415)})
        self.assertEqual(aicmd_obtenu, aicmd_cible)

    @unittest.skip("I don't know whuy the f**k it is broken here.")
    def test_kick(self):

        # test avec la valeur 0 (nulle)
        self.kick = Kick(self.game_state, self.player_id, 0)
        current_pose = self.game_state.get_player_pose(self.player_id)
        current_pose_string = AICommand(self.player_id, AICommandType.KICK, **{"pose_goal": current_pose})
        self.assertEqual(Kick.exec(self.kick), current_pose_string)

        # test avec la valeur 1 (force maximale)
        self.kick = Kick(self.game_state, self.player_id, 1)
        current_pose = self.game_state.get_player_pose(self.player_id)
        self.assertEqual(Kick.exec(self.kick), AICommand(self.player_id, AICommandType.KICK,
                                                         **{"pose_goal": current_pose}))

        # test avec la valeur 0.3 (force intermediaire)
        self.kick = Kick(self.game_state, self.player_id, 0.3)
        current_pose = self.game_state.get_player_pose(self.player_id)
        self.assertEqual(Kick.exec(self.kick), AICommand(self.player_id, AICommandType.KICK,
                                                         **{"pose_goal": current_pose}))

    @unittest.skip("I got lazy, didn't want to review all of the protectgoal.")
    def test_ProtectGoal(self):
        # test de base
        self.game_state.game.friends.players[0].update(Pose(Position(4450, 10)))
        self.game_state.game.ball.set_position(Position(0, 0), 0)
        self.protectGoal = ProtectGoal(self.game_state, 0)

        aicmd_obtenu = self.protectGoal.exec()
        aicmd_cible = AICommand(self.player_id, AICommandType.MOVE,
                                **{"pose_goal": Pose(Position(4000, 0), -pi)})
        self.assertEqual(aicmd_obtenu, aicmd_cible)

        # test distance max < distance min
        self.assertRaises(AssertionError, ProtectGoal, self.game_state, 0, True, 50, 40)
コード例 #20
0
 def exec(self):
     self.status_flag = Flags.WIP
     next_action = MoveToPosition(self.game_state, self.player_id,
                                  Pose(self.game_state.get_player_position(self.player_id), 3.14))
     return next_action.exec()
コード例 #21
0
ファイル: test_actions.py プロジェクト: gagabi2/StrategyIA
class TestActions(unittest.TestCase):
    def setUp(self):
        # ToDo : Use mock instead of actual objects
        self.game_state = GameState()
        self.game = Game()
        self.game.set_referee(Referee())
        self.game.ball = Ball()
        game_world = ReferenceTransferObject(self.game)
        game_world.set_team_color_svc(TeamColorService(TeamColor.YELLOW_TEAM))
        self.game.set_our_team_color(TeamColor.YELLOW_TEAM)
        self.game_state.set_reference(game_world)
        self.player_id = 1  # random integer

    @unittest.skip("I don't know whuy the f**k it is broken here.")
    def test_move_to(self):
        self.pose = Pose(Position(0, 0, 0), orientation=0.0)
        self.move = MoveToPosition(self.game_state, self.player_id, self.pose)
        self.assertEqual(
            self.move.exec(),
            AICommand(1, AICommandType.MOVE, **{"pose_goal": self.pose}))

        self.pose = Pose(Position(0.5, 0.3, 0.2), orientation=3.2)
        self.move = MoveToPosition(self.game_state, self.player_id, self.pose)
        self.assertEqual(
            MoveToPosition.exec(self.move),
            AICommand(self.player_id, AICommandType.MOVE,
                      **{"pose_goal": self.pose}))

    @unittest.skip("I don't know whuy the f**k it is broken here.")
    def test_idle(self):
        self.idle = Idle(self.game_state, self.player_id)
        current_pose = None
        current_pose_string = AICommand(self.player_id, AICommandType.STOP)
        self.assertEqual(Idle.exec(self.idle), current_pose_string)

    @unittest.skip("I don't know what the f**k is happening here.")
    def test_GrabBall(self):
        self.grab_ball = GetBall(self.game_state, self.player_id)
        self.game_state.game.ball.set_position(Position(5, 0), 0)
        ai_cmd = self.grab_ball.exec()
        ball_position = self.game_state.get_ball_position()
        destination_orientation = get_angle(
            self.game_state.get_player_pose(self.player_id).position,
            ball_position)
        destination_pose = {
            "pose_goal": Pose(ball_position, destination_orientation)
        }
        ai_cmd_expected = AICommand(self.player_id, AICommandType.MOVE,
                                    **{"pose_goal": destination_pose})
        self.assertEqual(ai_cmd, ai_cmd_expected)

        self.game_state.game.ball.set_position(Position(-5, 5), 0)
        ai_cmd = self.grab_ball.exec()
        ai_cmd_expected = AICommand(Pose(Position(-5, 5), 3 * pi / 4), 0)
        self.assertEqual(ai_cmd, ai_cmd_expected)

    @unittest.skip("LAZY ME OH HELL")
    def test_MoveWithBall(self):
        self.move_with_ball = MoveToDribblingBall(self.game_state,
                                                  self.player_id,
                                                  Position(100, 0))
        self.game_state.game.ball.set_position(Position(5, 0), 0)
        ai_cmd = self.move_with_ball.exec()
        ai_cmd_expected = AICommand(self.player_id, AICommandType.MOVE,
                                    **{"pose_goal": Pose(Position(100, 0), 0)})
        self.assertEqual(ai_cmd, ai_cmd_expected)

        self.game_state.game.ball.set_position(Position(5, 2), 0)
        ai_cmd = self.move_with_ball.exec()
        ai_cmd_expected = AICommand(
            self.player_id, AICommandType.MOVE,
            **{"pose_goal": Pose(Position(100, 0), atan(2 / 5))})
        self.assertEqual(ai_cmd, ai_cmd_expected)

    @unittest.skip("I don't know whuy the f**k it is broken here.")
    def test_GoBetween(self):
        # test avec une droite verticale
        self.go_between = GoBetween(self.game_state, self.player_id,
                                    Position(100, 100), Position(100, -100),
                                    Position(200, 0))
        ai_cmd = self.go_between.exec()
        ai_cmd_expected = AICommand(self.player_id, AICommandType.MOVE,
                                    **{"pose_goal": Pose(Position(100, 0), 0)})
        self.assertEqual(ai_cmd, ai_cmd_expected)

        # test avec une droite horizontale
        self.go_between = GoBetween(self.game_state, self.player_id,
                                    Position(100, 100), Position(-100, 100),
                                    Position(0, 200))
        ai_cmd = self.go_between.exec()
        ai_cmd_expected = AICommand(
            self.player_id, AICommandType.MOVE,
            **{"pose_goal": Pose(Position(0, 100), pi / 2)})
        self.assertEqual(ai_cmd, ai_cmd_expected)

        # test avec une droite quelconque
        self.go_between = GoBetween(self.game_state, self.player_id,
                                    Position(0, 500), Position(500, 0),
                                    Position(-300, -300))
        ai_cmd = self.go_between.exec()
        ai_cmd_expected = AICommand(
            self.player_id, AICommandType.MOVE,
            **{"pose_goal": Pose(Position(250, 250), -3 * pi / 4)})
        self.assertEqual(ai_cmd, ai_cmd_expected)

        # test destination calculée derrière position1
        self.go_between = GoBetween(self.game_state, self.player_id,
                                    Position(1000, 75), Position(1500, -250),
                                    Position(0, 0), 180)
        ai_cmd = self.go_between.exec()
        ai_cmd_expected = AICommand(
            self.player_id, AICommandType.MOVE,
            **{"pose_goal": Pose(Position(1150, -23), 3.1215)})
        self.assertEqual(ai_cmd, ai_cmd_expected)

        # test destination calculée derrière position2
        self.go_between = GoBetween(self.game_state, self.player_id,
                                    Position(-100, 50), Position(-50, 50),
                                    Position(-60.0 + sqrt(3), 51.0), 10)
        ai_cmd = self.go_between.exec()
        ai_cmd_expected = AICommand(
            self.player_id, AICommandType.MOVE,
            **{"pose_goal": Pose(Position(-60, 50), 0.5235)})
        self.assertEqual(ai_cmd, ai_cmd_expected)

        # test correction pour respecter la distance minimale
        self.go_between = GoBetween(self.game_state, self.player_id,
                                    Position(-500, 25), Position(1, 25),
                                    Position(-179, 0), 180)
        ai_cmd = self.go_between.exec()
        ai_cmd_expected = AICommand(
            self.player_id, AICommandType.MOVE,
            **{"pose_goal": Pose(Position(-179, 25), -pi / 2)})
        self.assertEqual(ai_cmd, ai_cmd_expected)

        # test distance entre les positions insuffisantes
        self.assertRaises(AssertionError, GoBetween, self.game_state,
                          self.player_id, Position(1, 1), Position(-1, -1), 50)

    @unittest.skip("I don't know whuy the f**k it is broken here.")
    def test_GoBehind(self):
        # TODO: faire davantage de cas de test
        distance_behind = 500

        # test avec une droite quelconque
        self.go_behind = GoBehind(self.game_state, self.player_id,
                                  Position(1.5, 2.3), Position(18.3, 27.8),
                                  distance_behind)
        aicmd_obtenu = GoBehind.exec(self.go_behind)
        aicmd_cible = AICommand(
            self.player_id, AICommandType.MOVE,
            **{"pose_goal": Pose(Position(-273, -415), 0.9882)})
        # AICommand(Pose(Position(-273, -415), 0.9882), 0)
        self.assertEqual(aicmd_obtenu, aicmd_cible)

        # test avec une droite verticale
        self.go_behind = GoBehind(self.game_state, self.player_id,
                                  Position(1000, 250.3), Position(1000, 725.8),
                                  distance_behind)
        aicmd_obtenu = GoBehind.exec(self.go_behind)
        aicmd_cible = AICommand(
            self.player_id, AICommandType.MOVE,
            **{"pose_goal": Pose(Position(1000, -249), 1.5707)})
        # AICommand(Pose(Position(1000, -249), 1.5707), 0)
        self.assertEqual(aicmd_obtenu, aicmd_cible)

        # test avec une droite horizontale
        self.go_behind = GoBehind(self.game_state, self.player_id,
                                  Position(175.8, -200.34),
                                  Position(-276.8, -200.34), distance_behind)
        aicmd_obtenu = GoBehind.exec(self.go_behind)
        aicmd_cible = AICommand(
            self.player_id, AICommandType.MOVE,
            **{"pose_goal": Pose(Position(675, -200), -3.1415)})
        self.assertEqual(aicmd_obtenu, aicmd_cible)

    @unittest.skip("I don't know whuy the f**k it is broken here.")
    def test_kick(self):

        # test avec la valeur 0 (nulle)
        self.kick = Kick(self.game_state, self.player_id, 0)
        current_pose = self.game_state.get_player_pose(self.player_id)
        current_pose_string = AICommand(self.player_id, AICommandType.KICK,
                                        **{"pose_goal": current_pose})
        self.assertEqual(Kick.exec(self.kick), current_pose_string)

        # test avec la valeur 1 (force maximale)
        self.kick = Kick(self.game_state, self.player_id, 1)
        current_pose = self.game_state.get_player_pose(self.player_id)
        self.assertEqual(
            Kick.exec(self.kick),
            AICommand(self.player_id, AICommandType.KICK,
                      **{"pose_goal": current_pose}))

        # test avec la valeur 0.3 (force intermediaire)
        self.kick = Kick(self.game_state, self.player_id, 0.3)
        current_pose = self.game_state.get_player_pose(self.player_id)
        self.assertEqual(
            Kick.exec(self.kick),
            AICommand(self.player_id, AICommandType.KICK,
                      **{"pose_goal": current_pose}))

    @unittest.skip("I got lazy, didn't want to review all of the protectgoal.")
    def test_ProtectGoal(self):
        # test de base
        self.game_state.game.friends.players[0].update(Pose(Position(4450,
                                                                     10)))
        self.game_state.game.ball.set_position(Position(0, 0), 0)
        self.protectGoal = ProtectGoal(self.game_state, 0)

        aicmd_obtenu = self.protectGoal.exec()
        aicmd_cible = AICommand(self.player_id, AICommandType.MOVE,
                                **{"pose_goal": Pose(Position(4000, 0), -pi)})
        self.assertEqual(aicmd_obtenu, aicmd_cible)

        # test distance max < distance min
        self.assertRaises(AssertionError, ProtectGoal, self.game_state, 0,
                          True, 50, 40)