def exec(self, bot) -> SimpleControllerState: ct = bot.info.time - self._start_time controls = SimpleControllerState() controls.throttle = 1 car = bot.info.my_car # Target is allowed to be a function that takes bot as a parameter. Check what it is if callable(self.target): target = self.target(bot) else: target = self.target # To boost or not to boost, that is the question car_to_target = target - car.pos vel_p = proj_onto_size(car.vel, car_to_target) angle = angle_between(car_to_target, car.forward) controls.boost = self.boost and angle < self._boost_ang_req and vel_p < self._max_speed # States of dodge (note reversed order) # Land on ground if ct >= self._t_finishing: self._almost_finished = True if car.on_ground: self.done = True else: bot.maneuver = RecoveryManeuver(bot) self.done = True return controls elif ct >= self._t_second_unjump: # Stop pressing jump and rotate and wait for flip is done pass elif ct >= self._t_aim: if ct >= self._t_second_jump: controls.jump = 1 # Direction, yaw, pitch, roll if self.target is None: controls.roll = 0 controls.pitch = -1 controls.yaw = 0 else: target_local = dot(car_to_target, car.rot) target_local.z = 0 direction = normalize(target_local) controls.roll = 0 controls.pitch = -direction.x controls.yaw = sign(car.rot.get(2, 2)) * direction.y # Stop pressing jump elif ct >= self._t_first_unjump: pass # First jump else: controls.jump = 1 return controls
def time_till_reach_ball(car, ball): """ Rough estimate about when we can reach the ball in 2d. """ car_to_ball = xy(ball.pos - car.pos) dist = norm(car_to_ball) - Ball.RADIUS / 2 vel_c_f = proj_onto_size(car.vel, car_to_ball) vel_b_f = proj_onto_size(ball.vel, car_to_ball) vel_c_amp = lerp(vel_c_f, norm(car.vel), 0.58) vel_f = vel_c_amp - vel_b_f dist_long_01 = clip01(dist / 10_000.0) time_normal = dist / max(220, vel_f) time_long = dist / max(norm(car.vel), 1410) time = lerp(time_normal, time_long, dist_long_01) arrive_time = time * 0.95 # Combine slightly with old prediction to negative rapid changes result = lerp(arrive_time, car.last_expected_time_till_reach_ball, 0.22) car.last_expected_time_till_reach_ball = arrive_time return result
def exec(self, bot) -> SimpleControllerState: car = bot.info.my_car # End maneuver when almost there car_to_pad = self.closest_pad.pos - car.pos vel = proj_onto_size(car.vel, car_to_pad) dist = norm(car_to_pad) if dist < 50 + vel * 0.2 or car.boost > 50: self.done = True bot.renderer.draw_line_3d(car.pos, self.closest_pad.pos, bot.renderer.yellow()) return bot.drive.go_towards_point(bot, self.closest_pad.pos, target_vel=2200, slide=True, boost_min=0)
def exec(self, bot) -> SimpleControllerState: car = bot.info.my_car car_to_pad = self.boost_pad_pos - car.pos vel = proj_onto_size(car.vel, car_to_pad) dist = norm(car_to_pad) if dist < vel * 0.3: self.done = True # Drive towards the pad return bot.drive.towards_point(bot, self.boost_pad_pos, target_vel=2300, boost_min=0, can_keep_speed=True)
def exec(self, bot) -> SimpleControllerState: DODGE_DIST = 250 MIDDLE_OFFSET = 430 # Since ball is at (0,0) we don't we a car_to_ball variable like we do so many other places car = bot.info.my_car dist = norm(car.pos) vel_p = -proj_onto_size(car.vel, car.pos) point = Vec3(0, bot.info.team_sign * (dist / 2.6 - MIDDLE_OFFSET), 0) speed = 2300 opp_dist = norm(bot.info.opponents[0].pos) opp_does_kick = opp_dist < dist + 600 # Opponent is not going for kickoff, so we slow down a bit if not opp_does_kick: speed = 2210 point = Vec3(0, bot.info.team_sign * (dist / 2.05 - MIDDLE_OFFSET), 0) point += Vec3(35 * sign(car.pos.x), 0, 0) # Dodge when close to (0, 0) - but only if the opponent also goes for kickoff. # The dodge itself should happen in about 0.3 seconds if dist - DODGE_DIST < vel_p * 0.3 and opp_does_kick: bot.drive.start_dodge(bot) # Make two dodges when spawning far back elif dist > 3640 and vel_p > 1200 and not opp_does_kick: bot.drive.start_dodge(bot) # Pickup boost when spawning back corner by driving a bit towards the middle boost pad first elif abs(car.pos.x) > 230 and abs(car.pos.y) > 2880: # The pads exact location is (0, 2816), but don't have to be exact point.y = bot.info.team_sign * 2790 self.done = not bot.info.is_kickoff bot.renderer.draw_line_3d(car.pos, point, bot.renderer.white()) return bot.drive.towards_point(bot, point, target_vel=speed, slide=False, boost_min=0, can_dodge=False, can_keep_speed=False)
def exec(self, bot) -> SimpleControllerState: man_ct = bot.info.time - self.maneuver_start_time controls = SimpleControllerState() car = bot.info.my_car vel_f = proj_onto_size(car.vel, car.forward) # Reverse a bit if vel_f > -50 and man_ct < 0.3: controls.throttle = -1 self.halfflip_start_time = bot.info.time return controls ct = bot.info.time - self.halfflip_start_time # States of jump if ct >= self._t_finishing: self._almost_finished = True controls.throttle = 1 controls.boost = self.boost if car.on_ground: self.done = True else: bot.maneuver = RecoveryManeuver(bot) self.done = True elif ct >= self._t_roll_begin: controls.pitch = -1 controls.roll = 1 elif ct >= self._t_second_jump_end: controls.pitch = -1 elif ct >= self._t_second_jump_begin: controls.jump = 1 controls.pitch = 1 elif ct >= self._t_first_jump_end: controls.pitch = 1 else: controls.jump = 1 controls.throttle = -1 controls.pitch = 1 return controls
def go_home(self, bot): car = bot.info.my_car home = bot.info.own_goal target = home closest_enemy, enemy_dist = bot.info.closest_enemy(bot.info.ball.pos) car_to_home = home - car.pos dist = norm(car_to_home) vel_f_home = proj_onto_size(car.vel, car_to_home) if vel_f_home * 2 > dist: target = bot.info.ball.pos boost = 40 - (dist / 100) + enemy_dist / 200 dodge = dist > 1500 or enemy_dist < dist return self.go_towards_point(bot, target, 2300, True, boost_min=boost, can_dodge=dodge)
def exec(self, bot) -> SimpleControllerState: car = bot.info.my_car # Somehow we didn't find a good pad if self.closest_pad is None: self.done = True return SimpleControllerState() # End maneuver when almost there or pad becomes inactive car_to_pad = self.closest_pad.pos - car.pos vel = proj_onto_size(car.vel, car_to_pad) dist = norm(car_to_pad) if dist < 50 + vel * 0.2 or car.boost > 50 or not self.closest_pad.is_active: self.done = True bot.renderer.draw_line_3d(car.pos, self.closest_pad.pos, bot.renderer.yellow()) return bot.drive.towards_point(bot, self.closest_pad.pos, target_vel=2200, slide=True, boost_min=0, can_dodge=self.closest_pad.is_big)
def towards_point(self, bot, point: Vec3, target_vel=1430, slide=False, boost_min=101, can_keep_speed=True, can_dodge=True, wall_offset_allowed=125) -> SimpleControllerState: REQUIRED_ANG_FOR_SLIDE = 1.65 REQUIRED_VELF_FOR_DODGE = 1100 car = bot.info.my_car # Dodge is done if self.dodge is not None and self.dodge.done: self.dodge = None self.last_dodge_end_time = bot.info.time # Continue dodge elif self.dodge is not None: self.dodge.target = point return self.dodge.exec(bot) # Begin recovery if not car.on_ground: bot.maneuver = RecoveryManeuver(bot) return self.controls # Get down from wall by choosing a point close to ground if not is_near_wall(point, wall_offset_allowed) and angle_between( car.up, Vec3(0, 0, 1)) > math.pi * 0.31: point = lerp(xy(car.pos), xy(point), 0.5) # If the car is in a goal, avoid goal posts self._avoid_goal_post(bot, point) car_to_point = point - car.pos # The vector from the car to the point in local coordinates: # point_local.x: how far in front of my car # point_local.y: how far to the left of my car # point_local.z: how far above my car point_local = dot(point - car.pos, car.rot) # Angle to point in local xy plane and other stuff angle = math.atan2(point_local.y, point_local.x) dist = norm(point_local) vel_f = proj_onto_size(car.vel, car.forward) vel_towards_point = proj_onto_size(car.vel, car_to_point) # Start dodge if can_dodge and abs(angle) <= 0.02 and vel_towards_point > REQUIRED_VELF_FOR_DODGE\ and dist > vel_towards_point + 500 + 900 and bot.info.time > self.last_dodge_end_time + self.dodge_cooldown: self.dodge = DodgeManeuver(bot, point) # Start half-flip elif can_dodge and abs(angle) >= 3 and vel_towards_point < 50\ and dist > -vel_towards_point + 500 + 900 and bot.info.time > self.last_dodge_end_time + self.dodge_cooldown: self.dodge = HalfFlipManeuver(bot, boost=car.boost > boost_min + 10) # Is point right behind? Maybe reverse instead if -100 < point_local.x < 0 and abs(point_local.y) < 50: #bot.print("Reversing?") pass # Is in turn radius deadzone? tr = turn_radius(abs(vel_f + 50)) # small bias tr_side = sign(angle) tr_center_local = Vec3(0, tr * tr_side, 10) point_is_in_turn_radius_deadzone = norm(point_local - tr_center_local) < tr # Draw turn radius deadzone if car.on_ground and bot.do_rendering: tr_center_world = car.pos + dot(car.rot, tr_center_local) tr_center_world_2 = car.pos + dot(car.rot, -1 * tr_center_local) rendering.draw_circle(bot, tr_center_world, car.up, tr, 22) rendering.draw_circle(bot, tr_center_world_2, car.up, tr, 22) if point_is_in_turn_radius_deadzone: # Hard turn self.controls.steer = sign(angle) self.controls.boost = False self.controls.throttle = 0 if vel_f > 150 else 0.1 if point_local.x < 110 and point_local.y < 400 and norm( car.vel) < 300: # Brake or go backwards when the point is really close but not in front of us self.controls.throttle = clip(-0.25 + point_local.x / -110.0, 0, -1) self.controls.steer = -0.5 * sign(angle) else: # Should drop speed or just keep up the speed? if can_keep_speed and target_vel < vel_towards_point: target_vel = vel_towards_point else: # Small lerp adjustment target_vel = lerp(vel_towards_point, target_vel, 1.1) # Turn and maybe slide self.controls.steer = clip(angle + (2.5 * angle)**3, -1.0, 1.0) if slide and abs(angle) > REQUIRED_ANG_FOR_SLIDE: self.controls.handbrake = True self.controls.steer = sign(angle) else: self.controls.handbrake = False # Overshoot target vel for quick adjustment target_vel = lerp(vel_towards_point, target_vel, 1.2) # Find appropriate throttle/boost if vel_towards_point < target_vel: self.controls.throttle = 1 if boost_min < car.boost and vel_towards_point + 80 < target_vel and target_vel > 1400 \ and not self.controls.handbrake and is_heading_towards(angle, dist): self.controls.boost = True else: self.controls.boost = False else: vel_delta = target_vel - vel_towards_point self.controls.throttle = clip(0.2 + vel_delta / 500, 0, -1) self.controls.boost = False if self.controls.handbrake: self.controls.throttle = min(0.4, self.controls.throttle) # Saved if something outside calls start_dodge() in the meantime self.last_point = point return self.controls
def with_aiming(self, bot, aim_cone: AimCone, time: float, dodge_hit: bool = True): # aim: | | | | # ball | bad | ok | good | # z pos: | | | | # -----------+-----------+-----------+-----------+ # too high | give | give | wait/ | # | up | up | improve | # -----------+ - - - - - + - - - - - + - - - - - + # medium | give | improve | aerial | # | up | aim | | # -----------+ - - - - - + - - - - - + - - - - - + # soon on | improve | slow | small | # ground | aim | curve | jump | # -----------+ - - - - - + - - - - - + - - - - - + # on ground | improve | fast | fast | # | aim?? | curve | straight | # -----------+ - - - - - + - - - - - + - - - - - + # FIXME if the ball is not on the ground we treat it as 'soon on ground' in all other cases self.controls = SimpleControllerState() self.aim_is_ok = False self.waits_for_fall = False self.ball_is_flying = False self.can_shoot = False self.using_curve = False self.curve_point = None self.ball_when_hit = None car = bot.info.my_car ball_soon = ball_predict(bot, time) car_to_ball_soon = ball_soon.pos - car.pos dot_facing_score = dot(normalize(car_to_ball_soon), normalize(car.forward)) vel_towards_ball_soon = proj_onto_size(car.vel, car_to_ball_soon) is_facing = 0 < dot_facing_score if ball_soon.pos.z < 110 or (ball_soon.pos.z < 475 and ball_soon.vel.z <= 0) or True: #FIXME Always true # The ball is on the ground or soon on the ground if 275 < ball_soon.pos.z < 475 and aim_cone.contains_direction( car_to_ball_soon): # Can we hit it if we make a small jump? vel_f = proj_onto_size(car.vel, xy(car_to_ball_soon)) car_expected_pos = car.pos + car.vel * time ball_soon_flat = xy(ball_soon.pos) diff = norm(car_expected_pos - ball_soon_flat) ball_in_front = dot(ball_soon.pos - car_expected_pos, car.vel) > 0 if bot.do_rendering: bot.renderer.draw_line_3d(car.pos, car_expected_pos, bot.renderer.lime()) bot.renderer.draw_rect_3d(car_expected_pos, 12, 12, True, bot.renderer.lime()) if vel_f > 400: if diff < 150 and ball_in_front: bot.maneuver = SmallJumpManeuver( bot, lambda b: b.info.ball.pos) if 110 < ball_soon.pos.z: # and ball_soon.vel.z <= 0: # The ball is slightly in the air, lets wait just a bit more self.waits_for_fall = True ball_landing = next_ball_landing(bot, ball_soon, size=100) time = time + ball_landing.time ball_soon = ball_predict(bot, time) car_to_ball_soon = ball_soon.pos - car.pos self.ball_when_hit = ball_soon # The ball is on the ground, are we in position for a shot? if aim_cone.contains_direction(car_to_ball_soon) and is_facing: # Straight shot self.aim_is_ok = True self.can_shoot = True if norm(car_to_ball_soon) < 240 + Ball.RADIUS and aim_cone.contains_direction(car_to_ball_soon)\ and vel_towards_ball_soon > 300: bot.drive.start_dodge(bot) offset_point = xy( ball_soon.pos) - 50 * aim_cone.get_center_dir() speed = self._determine_speed(norm(car_to_ball_soon), time) self.controls = bot.drive.towards_point(bot, offset_point, target_vel=speed, slide=True, boost_min=0, can_keep_speed=False) return self.controls elif aim_cone.contains_direction(car_to_ball_soon, math.pi / 5): # Curve shot self.aim_is_ok = True self.using_curve = True self.can_shoot = True offset_point = xy( ball_soon.pos) - 50 * aim_cone.get_center_dir() closest_dir = aim_cone.get_closest_dir_in_cone( car_to_ball_soon) self.curve_point = curve_from_arrival_dir( car.pos, offset_point, closest_dir) self.curve_point.x = clip(self.curve_point.x, -Field.WIDTH / 2, Field.WIDTH / 2) self.curve_point.y = clip(self.curve_point.y, -Field.LENGTH / 2, Field.LENGTH / 2) if dodge_hit and norm(car_to_ball_soon) < 240 + Ball.RADIUS and angle_between(car.forward, car_to_ball_soon) < 0.5\ and aim_cone.contains_direction(car_to_ball_soon) and vel_towards_ball_soon > 300: bot.drive.start_dodge(bot) speed = self._determine_speed(norm(car_to_ball_soon), time) self.controls = bot.drive.towards_point(bot, self.curve_point, target_vel=speed, slide=True, boost_min=0, can_keep_speed=False) return self.controls else: # We are NOT in position! self.aim_is_ok = False pass else: if aim_cone.contains_direction(car_to_ball_soon): self.waits_for_fall = True self.aim_is_ok = True #self.can_shoot = False pass # Allow small aerial (wait if ball is too high) elif aim_cone.contains_direction(car_to_ball_soon, math.pi / 4): self.ball_is_flying = True pass # Aim is ok, but ball is in the air