class HalfFlip: def __init__(self, car): self.timer = 0 self.car = car self.direction = vec3(car.forward() * -1) self.target = self.direction * 1000 + self.car.location self.aerial_turn = AerialTurn(car) self.aerial_turn.target = look_at(self.direction, vec3(0, 0, 1)) self.controls = SimpleControllerState() self.finished = False def step(self, dt: float): self.controls = SimpleControllerState() self.aerial_turn.step(dt) aerial_turn_controls = self.aerial_turn.controls if self.timer < 0.7: self.controls.jump = True if 0.075 < self.timer < 0.1: self.controls.jump = False self.controls.pitch = (-1 if self.timer > 0.425 else 1) self.controls.roll = aerial_turn_controls.roll else: self.controls = aerial_turn_controls if (self.car.on_ground and self.timer > 0.25) or self.timer > 1.1: self.finished = True self.controls.boost = (dot(self.car.forward(), self.direction) > 0.8) self.timer += dt
class Hover: """ PD controller for hovering in the air """ P = 1.8 D = 2.5 def __init__(self, car: Car): self.turn = AerialTurn(car) self.target: vec3 = None self.car: Car = car self.up: vec3 = None self.controls: Input = Input() def step(self, dt): delta_target = self.target - self.car.position target_direction = normalize( vec3((delta_target[0]) * self.P - self.car.velocity[0] * self.D, (delta_target[1]) * self.P - self.car.velocity[1] * self.D, 1000)) self.turn.target = look_at(target_direction, self.up) self.turn.step(dt) self.controls = self.turn.controls self.controls.boost = 0 # tap boost to keep height if (delta_target[2] - self.car.velocity[2] * 0.5) > 0: self.controls.boost = 1
class AimDodge(Maneuver): def __init__(self, car: Car, duration: float, target: vec3): super().__init__(car) self.dodge = AirDodge(car, duration, target) self.turn = AerialTurn(car) self.turn.target = look_at(direction(car, target), vec3(0, 0, 1)) self.jump = self.dodge.jump self.target = target def step(self, dt): self.dodge.step(dt) self.controls = self.dodge.controls self.finished = self.dodge.finished if not self.dodge.jump.finished and not self.car.on_ground: target_direction = direction(self.car, self.target + vec3(0, 0, 100)) up = target_direction * (-1) up[2] = 1 up = normalize(up) self.turn.target = look_at(target_direction, up) self.turn.step(dt) self.controls.pitch = self.turn.controls.pitch self.controls.yaw = self.turn.controls.yaw self.controls.roll = self.turn.controls.roll
def rotate(self, car: Car, target: vec3, dt) -> SimpleControllerState: # up = vec3(*[self.car.theta[i, 2] for i in range(3)]) target_rotation = look_at(self.target, vec3(0, 0, 1)) action = AerialTurn(car) action.target = target_rotation action.step(dt) controls = action.controls return controls
def moving_ball_dodge_contact(game_info): ''' Returns dodge duration and delay so the car can reach contact_height ''' ball = game_info.ball contact_height = ball.pos.z - 20 hitbox_class = game_info.me.hitbox_class car_copy = RLU_Car(game_info.utils_game.my_car) turn = RLU_AerialTurn(car_copy) turn.target = roll_away_from_target(ball.pos, pi / 4, game_info) box = update_hitbox(car_copy, hitbox_class) time = 0 dt = 1 / 60 ball_contact = has_ball_contact(time, box, ball, game_info.team_sign) closest_point = ball_contact[1] while closest_point[2] < contact_height and not ball_contact[0]: time += dt ball = game_info.ball_prediction.state_at_time(game_info.game_time + time) turn.step(dt) contact_height = ball.pos.z - 30 controls = turn.controls if time <= 0.20: controls.jump = 1 controls.boost = 1 car_copy.step(controls, dt) box = update_hitbox(car_copy, hitbox_class) ball_contact = has_ball_contact(time, box, ball, game_info.team_sign) closest_point = ball_contact[1] if time >= 1.45: #Max dodge time return None, None, Simulation() if not ball_contact[0]: return None, None, Simulation() if time < 0.2: duration = time delay = duration + 2 * dt else: duration = 0.2 delay = time delay -= 0.05 #Window to dodge just before ball contact return duration, delay, Simulation(ball_contact=True, car=car_copy, hitbox=box, time=time)
class FastRecovery(Maneuver): '''Boost down and try to land on all four wheels''' def __init__(self, car: Car): super().__init__(car) self.landing = False self.turn = AerialTurn(self.car) self.recovery = Recovery(self.car) def step(self, dt): self.controls.throttle = 1 # in case we're turtling if self.landing: self.recovery.step(dt) self.controls = self.recovery.controls else: landing_pos = self.find_landing_pos() landing_dir = direction(self.car, landing_pos - vec3(0,0,1000)) self.turn.target = look_at(landing_dir, vec3(0,0,1)) self.turn.step(dt) self.controls = self.turn.controls # boost down if angle_between(self.car.forward(), landing_dir) < 0.8: self.controls.boost = 1 else: self.controls.boost = 0 # when nearing landing position, start recovery if distance(self.car, landing_pos) < clamp(norm(self.car.velocity), 600, 2300): self.landing = True self.finished = self.car.on_ground def find_landing_pos(self, num_points=200, dt=0.0333) -> vec3: '''Simulate car falling until it hits a plane and return it's final position''' dummy = Car(self.car) for i in range(0, num_points): dummy.step(Input(), dt) dummy.time += dt n = Field.collide(sphere(dummy.position, 40)).direction if norm(n) > 0.0 and i > 10: return dummy.position return self.car.position def render(self, draw): if self.landing: self.recovery.render(draw)
class Recovery(Maneuver): ''' Wrapper for RLU recovery (in AerialTurn). Not actually used by Botimus, FastRecovery is better. ''' def __init__(self, car: Car): super().__init__(car) self.turn = AerialTurn(car) self.trajectory = [] def step(self, dt): self.find_landing_orientation(200) self.turn.step(dt) self.controls = self.turn.controls self.controls.throttle = 1 # in case we're turtling self.finished = self.car.on_ground def find_landing_orientation(self, num_points): f = vec3(0, 0, 0) l = vec3(0, 0, 0) u = vec3(0, 0, 0) dummy = Car(self.car) self.trajectory = [vec3(dummy.position)] found = False for i in range(0, num_points): dummy.step(Input(), 0.01633) self.trajectory.append(vec3(dummy.position)) u = Field.collide(sphere(dummy.position, 40)).direction if norm(u) > 0.0 and i > 40: f = normalize(dummy.velocity - dot(dummy.velocity, u) * u) l = normalize(cross(u, f)) found = True break if found: self.turn.target = mat3(f[0], l[0], u[0], f[1], l[1], u[1], f[2], l[2], u[2]) else: self.turn.target = self.car.orientation def render(self, draw: DrawingTool): draw.color(draw.cyan) draw.polyline(self.trajectory) draw.color(draw.green) draw.vector(self.car.position, facing(self.turn.target) * 200) draw.color(draw.red) draw.vector(self.car.position, self.car.forward() * 200)
def stationary_ball_dodge_contact(game_info, contact_height): ''' Returns dodge duration and delay so the car can reach contact_height ''' ball = game_info.ball hitbox_class = game_info.me.hitbox_class car_copy = RLU_Car(game_info.utils_game.my_car) turn = RLU_AerialTurn(car_copy) turn.target = roll_away_from_target(ball.pos, pi / 4, game_info) box = update_hitbox(car_copy, hitbox_class) time = 0 dt = 1 / 60 ball_contact = has_ball_contact(time, box, ball, game_info.team_sign) intended_contact_point = ball_contact[1] while intended_contact_point[2] < contact_height and not ball_contact[0]: time += dt turn.step(dt) controls = turn.controls if time <= 0.20: controls.jump = 1 controls.boost = 1 car_copy.step(controls, dt) box = update_hitbox(car_copy, hitbox_class) ball_contact = has_ball_contact(time, box, ball, game_info.team_sign) intended_contact_point = ball_contact[1] if time >= 1.45: #Max dodge time return None, None, Simulation() if not ball_contact[0]: return None, None, Simulation() if time < 0.2: duration = time delay = duration + 2 * dt else: duration = 0.2 delay = time delay -= 0.05 #How long before we hit the ball is acceptable to dodge return duration, delay, Simulation(ball_contact=True, car=car_copy, hitbox=box, time=time)
class AirHover(Maneuver): ''' Double jump of the ground and hover in the air at target position. Currently useless, but maybe future potential for air-dribbling? ''' P = 1.8 D = 2.5 def __init__(self, car: Car, target: vec3): super().__init__(car) self.turn = AerialTurn(car) self.target = target self.jump = AirDodge(car, 0.2) def step(self, dt): if not self.jump.finished: self.jump.step(dt) self.controls = self.jump.controls return delta_target = self.target - self.car.position target_direction = normalize( vec3((delta_target[0]) * self.P - self.car.velocity[0] * self.D, (delta_target[1]) * self.P - self.car.velocity[1] * self.D, 1000)) self.turn.target = look_at(target_direction, self.car.up()) self.turn.step(dt) self.controls = self.turn.controls self.controls.boost = 0 # tap boost to keep height if (delta_target[2] - self.car.velocity[2] * 0.5) > 0: self.controls.boost = 1 # boost so we don't fall while relocating if dot(self.car.forward(), vec3(0, 0, 1)) < 0.5: self.controls.boost = 1
class Hover: def __init__(self, car: Car, info: Game): self.turn = AerialTurn(car) self.target = None self.car: Car = car self.info: Game = info self.controls = Input() self.jump = False def step(self, dt): delta_target = self.target - self.car.position if norm(delta_target) > 500: delta_target = direction(self.car.position, self.target) * 500 target_direction = delta_target - self.car.velocity + vec3(0, 0, 500) self.turn.target = look_at(target_direction, direction(self.car.position, vec3(0, 0, 0))) self.turn.step(dt) self.controls = self.turn.controls self.controls.boost = delta_target[2] - self.car.velocity[2] * 0.5 > 0 and self.car.forward()[2] > 0.2 self.controls.throttle = not self.car.on_ground self.controls.jump = self.car.position[2] < 30 and self.info.time % 1.0 < 0.5
class CustomDrive: def __init__(self, car): self.car = car self.target = vec3(0, 0, 0) self.speed = 2300 self.controls = SimpleControllerState() self.finished = False self.rlu_drive = RLUDrive(self.car) self.update_rlu_drive() self.power_turn = True # Handbrake while reversing to turn around quickly self.aerial_turn = AerialTurn(car) self.kickoff = False def step(self, dt: float): self.speed = abs(self.speed) car_to_target = (self.target - self.car.location) local_target = dot(car_to_target, self.car.rotation) angle = atan2(local_target[1], local_target[0]) vel = norm(self.car.velocity) in_air = (not self.car.on_ground) on_wall = (self.car.location[2] > 250 and not in_air) reverse = (cos(angle) < 0 and not (on_wall or in_air or self.kickoff)) get_off_wall = (on_wall and local_target[2] > 450) if get_off_wall: car_to_target[2] = -self.car.location[2] local_target = dot(car_to_target, self.car.rotation) angle = atan2(local_target[1], local_target[0]) max_speed = self.determine_max_speed(local_target) self.update_rlu_drive(reverse, max_speed) self.rlu_drive.step(dt) self.finished = self.rlu_drive.finished self.controls = self.rlu_drive.controls self.controls.handbrake = False if reverse: angle = -invert_angle(angle) if self.power_turn and not on_wall: angle *= -1 self.controls.handbrake = (vel > 200) self.controls.steer = cap(angle * 3, -1, 1) self.controls.boost = False if not self.controls.handbrake: self.controls.handbrake = (abs(angle) > radians(70) and vel > 500 and not on_wall) if self.controls.handbrake: self.controls.handbrake = (dot(self.car.velocity, car_to_target) > -150) if in_air: self.aerial_turn.target = look_at(xy(car_to_target), vec3(0, 0, 1)) self.aerial_turn.step(dt) aerial_turn_controls = self.aerial_turn.controls self.controls.pitch = aerial_turn_controls.pitch self.controls.yaw = aerial_turn_controls.yaw self.controls.roll = aerial_turn_controls.roll self.controls.boost = False def update_rlu_drive(self, reverse: bool = False, max_speed: float = 2200): self.target = self.target self.rlu_drive.target = self.target self.rlu_drive.speed = cap(self.speed * (-1 if reverse else 1), -max_speed, max_speed) def determine_max_speed(self, local_target): low = 100 high = 2200 if self.kickoff: return high for i in range(5): mid = (low + high) / 2 radius = (1 / RLUDrive.max_turning_curvature(mid)) local_circle = vec3(0, copysign(radius, local_target[1]), 0) dist = norm(local_circle - xy(local_target)) if dist < radius: high = mid else: low = mid return high
class Recovery(Maneuver): """Boost down and try to land smoothly""" def __init__(self, car: Car, jump_when_upside_down=True): super().__init__(car) self.jump_when_upside_down = jump_when_upside_down self.landing = False self.aerial_turn = AerialTurn(self.car) self.trajectory: List[vec3] = [] self.landing_pos: Optional[vec3] = None def interruptible(self) -> bool: return False def step(self, dt): self.simulate_landing() self.aerial_turn.step(dt) self.controls = self.aerial_turn.controls self.controls.boost = angle_between(self.car.forward(), vec3( 0, 0, -1)) < 1.5 and not self.landing self.controls.throttle = 1 # in case we're turtling # jump if the car is upside down and has wheel contact if (self.jump_when_upside_down and self.car.on_ground and dot(self.car.up(), vec3(0, 0, 1)) < -0.95): self.controls.jump = True self.landing = False else: self.finished = self.car.on_ground def simulate_landing(self): pos = vec3(self.car.position) vel = vec3(self.car.velocity) grav = vec3(0, 0, -650) self.trajectory = [vec3(pos)] self.landing = False collision_normal: Optional[vec3] = None dt = 1 / 60 simulation_duration = 0.8 for i in range(int(simulation_duration / dt)): pos += vel * dt vel += grav * dt if norm(vel) > 2300: vel = normalize(vel) * 2300 self.trajectory.append(vec3(pos)) collision_sphere = sphere(pos, 50) collision_ray = Field.collide(collision_sphere) collision_normal = collision_ray.direction if (norm(collision_normal) > 0.0 or pos[2] < 0) and i > 20: self.landing = True self.landing_pos = pos break if self.landing: u = collision_normal f = normalize(vel - dot(vel, u) * u) l = normalize(cross(u, f)) self.aerial_turn.target = three_vec3_to_mat3(f, l, u) else: target_direction = normalize( normalize(self.car.velocity) - vec3(0, 0, 3)) self.aerial_turn.target = look_at(target_direction, vec3(0, 0, 1)) def render(self, draw: DrawingTool): if self.landing: draw.color(draw.cyan) draw.polyline(self.trajectory) if self.landing_pos: draw.crosshair(self.landing_pos) draw.color(draw.green) draw.vector(self.car.position, forward(self.aerial_turn.target) * 200) draw.color(draw.red) draw.vector(self.car.position, self.car.forward() * 200)
class Kickoff(Maneuver): '''The simplest boost and dodge at the end kickoff.''' def __init__(self, car: Car, info: GameInfo): super().__init__(car) self.info = info target_pos = vec3(0, sgn(info.my_goal.center[1]) * 100, 0) self.drive = Drive(car, target_pos, 2300) self.action: Maneuver = self.drive self.phase = 1 def step(self, dt): car = self.car if self.phase == 1: if norm(car.velocity) > 1300: self.phase = 2 self.action = AirDodge(car, 0.05, car.position + car.velocity) if self.phase == 2: if car.on_ground and self.action.finished: self.action = self.drive self.phase = 3 if self.phase == 3: if distance(car, self.info.ball) < norm(car.velocity) * 0.4: # detect if an opponent is going for kickoff is_opponent_going_for_kickoff = False for opponent in self.info.opponents: if distance(self.info.ball, opponent) < 1500: is_opponent_going_for_kickoff = True if is_opponent_going_for_kickoff: self.phase = 4 self.action = AirDodge(car, 0.05, self.info.ball.position) else: self.phase = "anti-fake-kickoff" self.action = self.drive if self.phase == 4: if self.action.finished: self.action = AerialTurn(car) self.phase = 5 if self.phase == 5: self.action.target = look_at(self.info.my_goal.center, vec3(0, 0, 1)) self.action.controls.throttle = 1 if car.on_ground: self.finished = True # self.phase = 6 # self.action = DodgeShot(car, self.info, self.info.their_goal.center) if self.phase == 6: self.finished = self.action.finished if self.phase == "anti-fake-kickoff": self.drive.target_pos = vec3(80, 0, 0) self.finished = self.info.ball.position[1] != 0 self.action.step(dt) self.controls = self.action.controls # if not self.dodging and : # if is_opponent_going_for_kickoff: # self.action = self.dodge # self.dodging = True # else: # # if not, don't dodge and steer a bit to the side to aim for a top-corner # self.action.target = self.info.ball.position + vec3(100, 0, 0) # self.action.step(dt) # self.controls = self.action.controls # self.finished = self.info.ball.position[0] != 0 def render(self, draw: DrawingTool): if hasattr(self.action, "render"): self.action.render(draw)
from rlutilities.linear_algebra import vec3, axis_to_rotation, look_at from rlutilities.mechanics import AerialTurn from rlutilities.simulation import Car c = Car() c.time = 0.0 c.location = vec3(0, 0, 500) c.velocity = vec3(0, 0, 0) c.angular_velocity = vec3(0.1, -2.0, 1.2) c.rotation = axis_to_rotation(vec3(1.7, -0.5, 0.3)) c.on_ground = False turn = AerialTurn(c) turn.target = look_at(vec3(1, 0, 0), vec3(0, 0, 1)) turn.step(0.0166) print(turn.controls.roll) print(turn.controls.pitch) print(turn.controls.yaw) simulation = turn.simulate() print(simulation.time)
class DoubleJumpStrike(Strike): def intercept_predicate(self, car, ball): return 250 < ball.position[2] < 550 def __init__(self, car: Car, info: GameInfo, target=None): self.drive = Drive(car) self.aerial_turn = AerialTurn(car) self.jumping = False self.time_for_jump = float("inf") self.timer = 0.0 super().__init__(car, info, target) def configure(self, intercept: Intercept): super().configure(intercept) self.drive.target_pos = ground(intercept.position) self.time_for_jump = self.double_jump_time_needed( intercept.position[2]) def interruptible(self) -> bool: return not self.jumping and super().interruptible() def step(self, dt): if self.jumping: self.controls = Input() # first jump for full 0.2 sec if self.timer <= 0.2: self.controls.jump = True # single tick between jumps elif self.timer <= 0.2 + dt * JUMP_FALSE_TICKS: self.controls.jump = False # second jump else: self.controls.jump = True self.jumping = False self.timer += dt else: self.finished = self.intercept.time < self.info.time if self.car.on_ground: # manage speed before jump distance_to_target = ground_distance(self.car.position, self.intercept.position) if distance_to_target < MIN_DIST_BEFORE_SPEED_CONTROL: target_speed = distance_to_target / self.time_for_jump self.drive.target_speed = -target_speed if self._should_strike_backwards else target_speed self.drive.step(dt) self.controls = self.drive.controls else: super().step(dt) # decide when to jump ground_vel = ground(self.car.velocity) direction_to_target = ground_direction(self.car.position, self.intercept.position) alignment = dot(normalize(ground_vel), direction_to_target) # check alignment if alignment >= MIN_ALIGNMENT: # check that speed is correct speed_in_direction = dot(ground_vel, direction_to_target) time_to_target = distance_to_target / speed_in_direction if self.time_for_jump - ALLOWED_TIME_ERROR <= time_to_target <= self.time_for_jump + ALLOWED_TIME_ERROR: self.jumping = True # after jump (when the car is in the air) else: # face the ball for some additional height self.aerial_turn.target = look_at( direction(self.car.position, self.info.ball), vec3(0, 0, 1)) self.aerial_turn.step(dt) self.controls = self.aerial_turn.controls @staticmethod def double_jump_time_needed(height): """Return the time needed for the double jump to reach a given height""" # polynomial approximation a = 1.872348977E-8 * height * height * height b = -1.126747937E-5 * height * height c = 3.560647225E-3 * height d = -7.446058499E-3 return a + b + c + d
class Agent(BaseAgent): def __init__(self, name, team, index): self.game = Game(index, team) self.controls = SimpleControllerState() self.timer = 0.0 self.timeout = 3.0 self.counter = 0 self.turn = None self.dodge = None self.name = None self.state = State.RESET def get_output(self, packet: GameTickPacket) -> SimpleControllerState: self.game.read_game_information(packet, self.get_rigid_body_tick(), self.get_field_info()) self.controls = SimpleControllerState() next_state = self.state if self.state == State.RESET: self.timer = 0.0 # put the car in the middle of the field car_state = CarState(physics=Physics( location=Vector3(-2000, 0, 18), velocity=Vector3(0, 0, 0), rotation=Rotator(0, 0, 0), angular_velocity=Vector3(0, 0, 0)), jumped=False, double_jumped=False) # put the ball somewhere out of the way ball_state = BallState( physics=Physics(location=Vector3(0, 5000, 0), velocity=Vector3(0, 0, 0), rotation=Rotator(0, 0, 0), angular_velocity=Vector3(0, 0, 0))) self.set_game_state( GameState(ball=ball_state, cars={self.game.id: car_state})) next_state = State.WAIT if self.state == State.WAIT: if self.timer > 0.2: next_state = State.INITIALIZE if self.state == State.INITIALIZE: self.dodge = Dodge(self.game.my_car) self.turn = AerialTurn(self.game.my_car) f = self.game.my_car.forward() l = self.game.my_car.left() u = self.game.my_car.up() # musty flick if self.counter % 3 == 0: self.name = "Musty Flick" self.dodge.duration = 0.2 self.dodge.delay = 0.8 self.dodge.direction = vec2(f) self.dodge.preorientation = look_at(-0.1 * f - u, -1.0 * u) # diagonal forward dodge if self.counter % 3 == 1: self.name = "Fast Forward Dodge" self.dodge.duration = 0.15 self.dodge.delay = 0.4 self.dodge.direction = vec2(1.0, 0.0) self.dodge.preorientation = dot( axis_to_rotation(vec3(0, 0, 3)), self.game.my_car.rotation) # diagonal twist if self.counter % 3 == 2: self.name = "Air-Roll Dodge hit" self.dodge.duration = 0.15 self.dodge.delay = 0.5 self.dodge.direction = vec2(f - 0.3 * l) self.dodge.preorientation = dot( self.game.my_car.rotation, axis_to_rotation(vec3(-0.8, -0.4, 0))) self.counter += 1 next_state = State.RUNNING if self.state == State.RUNNING: if self.timer > 1.2: self.turn.target = look_at(xy(self.game.my_car.velocity), vec3(0, 0, 1)) self.turn.step(self.game.time_delta) self.controls = self.turn.controls else: self.dodge.step(self.game.time_delta) self.controls = self.dodge.controls if self.timer > self.timeout: next_state = State.RESET self.game.my_car.last_input.roll = self.controls.roll self.game.my_car.last_input.pitch = self.controls.pitch self.game.my_car.last_input.yaw = self.controls.yaw self.timer += self.game.time_delta self.state = next_state if self.name: self.renderer.begin_rendering() self.renderer.draw_string_2d(50, 50, 6, 6, self.name, self.renderer.red()) self.renderer.end_rendering() return self.controls
class Recovery(Maneuver): """Boost down and try to land smoothly""" def __init__(self, car: Car): super().__init__(car) self.landing = False self.aerial_turn = AerialTurn(self.car) self.trajectory: List[vec3] = [] self.landing_pos: Optional[vec3] = None def interruptible(self) -> bool: return False def step(self, dt): self.simulate_landing() self.aerial_turn.step(dt) self.controls = self.aerial_turn.controls self.controls.boost = angle_between(self.car.forward(), vec3( 0, 0, -1)) < 1.5 and not self.landing self.controls.throttle = 1 # in case we're turtling self.finished = self.car.on_ground def simulate_landing(self): dummy = Car(self.car) self.trajectory = [vec3(dummy.position)] self.landing = False collision_normal: Optional[vec3] = None dt = 1 / 60 simulation_duration = 0.8 for i in range(int(simulation_duration / dt)): dummy.step(Input(), dt) self.trajectory.append(vec3(dummy.position)) collision_sphere = sphere(dummy.position, 50) collision_ray = Field.collide(collision_sphere) collision_normal = collision_ray.direction if (norm(collision_normal) > 0.0 or dummy.position[2] < 0) and i > 20: self.landing = True self.landing_pos = dummy.position break if self.landing: u = collision_normal f = normalize(dummy.velocity - dot(dummy.velocity, u) * u) l = normalize(cross(u, f)) self.aerial_turn.target = mat3(f[0], l[0], u[0], f[1], l[1], u[1], f[2], l[2], u[2]) else: target_direction = normalize( normalize(self.car.velocity) - vec3(0, 0, 3)) self.aerial_turn.target = look_at(target_direction, vec3(0, 0, 1)) def render(self, draw: DrawingTool): if self.landing: draw.color(draw.cyan) draw.polyline(self.trajectory) if self.landing_pos: draw.crosshair(self.landing_pos) draw.color(draw.green) draw.vector(self.car.position, forward(self.aerial_turn.target) * 200) draw.color(draw.red) draw.vector(self.car.position, self.car.forward() * 200)
class Agent(BaseAgent): def __init__(self, name, team, index): self.game = Game(index, team) self.controls = SimpleControllerState() self.timer = 0.0 self.action = None random.seed(0) def get_output(self, packet: GameTickPacket) -> SimpleControllerState: self.game.read_game_information(packet, self.get_rigid_body_tick(), self.get_field_info()) self.controls = SimpleControllerState() if not self.action: self.action = AerialTurn(self.game.my_car) self.action.eps_phi = 0.01 self.action.eps_omega = 0.02 if self.timer == 0.0: # randomly generate a proper orthogonal matrix self.action.target = axis_to_rotation( vec3(random.uniform(-2, 2), random.uniform(-2, 2), random.uniform(-2, 2))) f = vec3(self.action.target[0, 0], self.action.target[1, 0], self.action.target[2, 0]) position = Vector3(0, 0, 1000) velocity = Vector3(0, 0, 0) car_state = CarState( physics=Physics(location=position, velocity=velocity)) # spawn the ball in front of the desired orientation to visually indicate where we're trying to go ball_state = BallState( physics=Physics(location=Vector3(500 * f[0], 500 * f[1], 500 * f[2] + 1000), velocity=Vector3(0, 0, 0), angular_velocity=Vector3(0, 0, 0))) self.set_game_state( GameState(ball=ball_state, cars={self.game.id: car_state})) self.action.step(self.game.time_delta) self.controls = self.action.controls print(self.action.alpha) self.timer += self.game.time_delta if self.timer > 2.0: self.timer = 0.0 error = angle_between(self.game.my_car.rotation, self.action.target) self.renderer.begin_rendering("path") red = self.renderer.create_color(255, 230, 30, 30) self.renderer.draw_string_2d(50, 50, 3, 3, f"error: {error:.4f} radians", red) self.renderer.draw_string_2d(50, 100, 3, 3, f"Roll: {self.controls.roll:+.2f}", red) self.renderer.draw_string_2d(50, 150, 3, 3, f"Pitch: {self.controls.pitch:+.2f}", red) self.renderer.draw_string_2d(50, 200, 3, 3, f"Yaw: {self.controls.yaw:+.2f}", red) self.renderer.end_rendering() return self.controls