def resolve(self, prev_status, car, packet: GameTickPacket): point = self.pointFunc(car, packet) controller = moves.go_towards_point(car, packet, point, slide=self.slide, boost=self.boost) return (ACTION, self.parent, controller)
def execute(self, data): car_to_ball = data.ball_when_hit.location - data.car.location # Check dodge. A dodge happens after 0.18 sec ball_soon = predict.move_ball(data.ball.copy(), 0.15).location car_soon = predict.move_ball(datalibs.Ball().set(data.car), 0.25).location car_to_ball_soon = ball_soon - car_soon # Aim cone was calculated in utility if car_to_ball_soon.length() < 240+92 and self.aim_cone.contains_direction(car_to_ball_soon): if data.agent.dodge_control.can_dodge(data): data.agent.dodge_control.begin_dodge(data, lambda d: d.ball.location, True) data.agent.dodge_control.continue_dodge(data) goto, goto_time = self.aim_cone.get_goto_point(data, data.ball_when_hit.location) dist = car_to_ball.length() self.aim_cone.draw(data.renderer, data.ball_when_hit.location, b=0) if goto is None or dist < 450: # Avoid enemy corners. Just wait if data.ball_when_hit.location.y * datalibs.team_sign(data.enemy.team) > 4400 and abs(data.ball_when_hit.location.x) > 900 and not dist < 450: wait_point = data.ball_when_hit.location * 0.5 # a point 50% closer to the center of the field wait_point = wait_point.lerp(data.ball.location + Vec3(y=datalibs.team_sign(data.car.team) * 3000), 0.5) data.renderer.draw_line_3d(data.car.location.tuple(), wait_point.tuple(), self.color(data.renderer)) return moves.go_towards_point_with_timing(data, wait_point, 1, True) if datalibs.is_point_closer_to_goal(data.car.location, data.ball.location, data.car.team): # return home enemy_goal = datalibs.get_goal_location(data.enemy.team) goal_to_ball = (data.ball_when_hit.location - enemy_goal).normalized() offset_ball = data.ball_when_hit.location + goal_to_ball * 92 data.renderer.draw_line_3d(data.car.location.tuple(), offset_ball.tuple(), self.color(data.renderer)) return moves.go_towards_point(data, offset_ball, False, True) else: own_goal = datalibs.get_goal_location(data.car.team) if moves.consider_dodge(data, own_goal): return data.agent.dodge_control.continue_dodge(data) return moves.go_towards_point(data, own_goal, True, False) else: if moves.consider_dodge(data, goto): return data.agent.dodge_control.continue_dodge(data) return moves.go_towards_point_with_timing(data, goto, data.time_till_hit * goto_time * 0.95, True)
def execute(self, data): data.renderer.draw_line_3d(data.car.location.tuple(), (0, 0, 0), data.renderer.create_color(255, 255, 255, 255)) car_to_ball = -1 * data.car.location dist = car_to_ball.length() vel_f = data.car.velocity.proj_onto_size(car_to_ball) # a dodge is strong around 0.25 secs in if dist - 190 < vel_f * 0.3 and data.agent.dodge_control.can_dodge(data): data.agent.dodge_control.begin_dodge(data, Vec3(), True) return data.agent.dodge_control.continue_dodge(data) # make two dodges when spawning far back elif dist > 3900 and vel_f > 730 and data.agent.dodge_control.can_dodge(data): data.agent.dodge_control.begin_dodge(data, Vec3(), True) return data.agent.dodge_control.continue_dodge(data) # pickup boost when spawning back corner elif abs(data.car.location.x) > 200 and abs(data.car.location.y) > 2880: # The pads exact location is (0, 2816) pad_loc = Vec3(0, datalibs.team_sign(data.car.team) * 2790, 0) return moves.go_towards_point(data, pad_loc, False, True) return moves.go_towards_point(data, Vec3(), False, True)
def resolve(self, prev_status, car, packet: GameTickPacket): car_location = Vec3(car.physics.location.x, car.physics.location.y) ball_location = Vec3(packet.game_ball.physics.location.x, packet.game_ball.physics.location.y, packet.game_ball.physics.location.z) ball_velocity = Vec3(packet.game_ball.physics.velocity.x, packet.game_ball.physics.velocity.y, packet.game_ball.physics.velocity.z) own_goal_direction = datalibs.get_goal_direction(car, packet) ball_predicted = ball_location + 0.08 * ball_velocity + Vec3( y=own_goal_direction * 50) dist = (car_location - ball_predicted.flat()).length() shouldBoost = dist > 500 controller = moves.go_towards_point(car, packet, ball_predicted, slide=True, boost=shouldBoost) return (ACTION, self.parent, controller)
def execute(self, data): data.renderer.draw_line_3d(data.car.location.tuple(), self.location.tuple(), data.renderer.create_color(255, 0, 180, 0)) return moves.go_towards_point(data, self.location, True, self.info.is_full_boost)