def render(self, draw: DrawingTool): self.travel.render(draw) # render target pad if self.pad: draw.color(draw.blue) draw.circle(self.pad.position, 50)
def render(self, draw: DrawingTool): self.drive.render(draw) if self.target_direction is not None: draw.color(draw.lime) draw.triangle(self.target - self.target_direction * 250, self.target_direction)
def render(self, draw: DrawingTool): draw.color(draw.cyan) draw.square(self.target_pos, 50) target_direction = direction(self.car.position, self.target_pos) draw.triangle(self.car.position + target_direction * 200, target_direction, up=self.car.up())
def render(self, draw: DrawingTool): if self.aerial_strike.finished: draw.color(draw.pink) draw.crosshair(self.aerial.target) draw.color(draw.lime) draw.polyline(self._flight_path) else: self.aerial_strike.render(draw)
def render(self, draw: DrawingTool): self.travel.render(draw) # draw timer if boost isn't available yet if self.pad and not self.pad.state == BoostPadState.Available: draw.color(draw.yellow) draw.string(self.pad.position + vec3(0, 0, 100), f"spawns in: {self.pad.timer:.1f}s")
def render(self, draw: DrawingTool): self.arrive.render(draw) draw.color(draw.lime) draw.circle(self.intercept.ground_pos, Ball.radius) draw.point(self.intercept.ball.position) if self.target: strike_direction = ground_direction(self.intercept.ground_pos, self.target) draw.color(draw.cyan) draw.triangle(self.intercept.ground_pos + strike_direction * 150, strike_direction, length=100) if not self._has_drawn_prediction: self._has_drawn_prediction = True draw.ball_prediction(self.info.ball_predictions, self.intercept.time)
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)
def render(self, draw: DrawingTool): if self.driving: self.action.render(draw) draw.color(draw.orange) draw.crosshair(self.target)
def render(self, draw: DrawingTool): draw.color(draw.pink) draw.triangle(self.car.position + self._shift_direction * 50, self._shift_direction)
def render(self, draw: DrawingTool): super().render(draw) draw.color(draw.lime if self.aerialing else ( draw.orange if self.too_early else draw.red)) draw.polyline(self._flight_path)
class Beehive(PythonHivemind): def __init__(self, *args): super().__init__(*args) self.info: GameInfo = None self.team: int = None self.draw: DrawingTool = None self.drones: List[Drone] = [] self.strategy: HivemindStrategy = None self.last_latest_touch_time = 0.0 def initialize_hive(self, packet: GameTickPacket) -> None: index = next(iter(self.drone_indices)) self.team = packet.game_cars[index].team self.info = GameInfo(self.team) self.info.set_mode("soccar") self.strategy = HivemindStrategy(self.info, self.logger) self.draw = DrawingTool(self.renderer, self.team) self.drones = [Drone(self.info.cars[i], i) for i in self.drone_indices] self.logger.handlers[0].setLevel( logging.NOTSET) # override handler level self.logger.setLevel(logging.INFO if RELEASE else logging.DEBUG) self.logger.info("Beehive initialized") def get_outputs(self, packet: GameTickPacket) -> Dict[int, PlayerInput]: self.info.read_packet(packet, self.get_field_info()) # if a kickoff is happening and none of the drones have a Kickoff maneuver active, reset all drone maneuvers if (packet.game_info.is_kickoff_pause and self.info.ball.position[0] == 0 and self.info.ball.position[1] == 0 and not any( isinstance(drone.maneuver, Kickoff) for drone in self.drones)): if len(self.drones) == 1: self.drones[0].maneuver = None else: self.strategy.set_kickoff_maneuvers(self.drones) # reset drone maneuvers when an opponent hits the ball touch = packet.game_ball.latest_touch if touch.time_seconds > self.last_latest_touch_time and touch.team != self.team: self.last_latest_touch_time = touch.time_seconds for drone in self.drones: if drone.maneuver and drone.maneuver.interruptible( ): # don't reset a drone while dodging/recovering drone.maneuver = None # reset drone maneuver when it gets demoed for drone in self.drones: if drone.maneuver and drone.car.demolished: drone.maneuver = None # if at least one drone doesn't have an active maneuver, execute strategy code if None in [drone.maneuver for drone in self.drones]: self.logger.debug("Setting maneuvers") if len(self.drones) == 1: self.drones[0].maneuver = teamplay_strategy.choose_maneuver( self.info, self.drones[0].car) else: self.strategy.set_maneuvers(self.drones) for drone in self.drones: if drone.maneuver is None: continue # execute maneuvers drone.maneuver.step(self.info.time_delta) drone.controls = drone.maneuver.controls drone.maneuver.render(self.draw) # draw names of maneuvers above our drones self.draw.color(self.draw.yellow) self.draw.string(drone.car.position + vec3(0, 0, 50), type(drone.maneuver).__name__) # expire finished maneuvers if drone.maneuver.finished: drone.maneuver = None if len(self.drones) > 1: self.strategy.avoid_demos_and_team_bumps(self.drones) self.strategy.render(self.draw) self.draw.execute() return {drone.index: drone.get_player_input() for drone in self.drones}
class BotimusPrime(BaseAgent): RENDERING = True def __init__(self, name, team, index): super().__init__(name, team, index) self.info: GameInfo = None self.draw: DrawingTool = None self.tick_counter = 0 self.last_latest_touch_time = 0 self.maneuver: Optional[Maneuver] = None self.controls: SimpleControllerState = SimpleControllerState() def initialize_agent(self): self.info = GameInfo(self.team) self.info.set_mode("soccar") self.draw = DrawingTool(self.renderer, self.team) def get_output(self, packet: GameTickPacket): # wait a few ticks after initialization, so we work correctly in rlbottraining if self.tick_counter < 20: self.tick_counter += 1 return Input() self.info.read_packet(packet, self.get_field_info()) # cancel maneuver if a kickoff is happening and current maneuver isn't a kickoff maneuver if packet.game_info.is_kickoff_pause and not isinstance( self.maneuver, Kickoff): self.maneuver = None # reset maneuver when another car hits the ball touch = packet.game_ball.latest_touch if (touch.time_seconds > self.last_latest_touch_time and touch.player_name != packet.game_cars[self.index].name): self.last_latest_touch_time = touch.time_seconds # don't reset when we're dodging, wavedashing or recovering if self.maneuver and self.maneuver.interruptible(): self.maneuver = None # choose maneuver if self.maneuver is None: if self.RENDERING: self.draw.clear() if self.info.get_teammates(self.info.cars[self.index]): self.maneuver = teamplay_strategy.choose_maneuver( self.info, self.info.cars[self.index]) else: self.maneuver = solo_strategy.choose_maneuver( self.info, self.info.cars[self.index]) # execute maneuver if self.maneuver is not None: self.maneuver.step(self.info.time_delta) self.controls = self.maneuver.controls if self.RENDERING: self.draw.group("maneuver") self.draw.color(self.draw.yellow) self.draw.string( self.info.cars[self.index].position + vec3(0, 0, 50), type(self.maneuver).__name__) self.maneuver.render(self.draw) # cancel maneuver when finished if self.maneuver.finished: self.maneuver = None if self.RENDERING: self.draw.execute() return self.controls
def render(self, draw: DrawingTool): if self.aerial_strike.finished: draw.color(draw.pink) draw.crosshair(self.aerial.target) else: self.aerial_strike.render(draw)