def utility_score(self, bot) -> float: car = bot.info.my_car ball = bot.info.ball my_hit_time = predict.time_till_reach_ball(car, ball) ball_soon = predict.ball_predict(bot, min(my_hit_time, 1.0)) close_to_ball_01 = clip01(1.0 - norm(car.pos - ball_soon.pos) / 3500) ** 0.5 # FIXME Not great reachable_ball = predict.ball_predict(bot, predict.time_till_reach_ball(bot.info.my_car, ball)) xy_ball_to_goal = xy(bot.info.opp_goal.pos - reachable_ball.pos) xy_car_to_ball = xy(reachable_ball.pos - bot.info.my_car.pos) in_position_01 = ease_out(clip01(dot(xy_ball_to_goal, xy_car_to_ball)), 0.5) # Chase ball right after kickoff. High right after kickoff kickoff_bias01 = max(0, 1 - bot.info.time_since_last_kickoff * 0.3) * float(bot.info.my_car.objective == Objective.UNKNOWN) obj_bonus = { Objective.UNKNOWN: 1, Objective.GO_FOR_IT: 1, Objective.FOLLOW_UP: 0, Objective.ROTATING: 0, Objective.SOLO: 1, }[bot.info.my_car.objective] return clip01(close_to_ball_01 * in_position_01 + kickoff_bias01) * obj_bonus
def find_landing_orientation(car: Car) -> Mat33: # FIXME: This uses a cheap approximation of the walls to find landing orientation obj = DummyObject(car) prev_pos = obj.pos for i in range(100): predict.fall(obj, 0.1) # Checking for intersections for plane in Field.SIDE_WALLS_AND_GROUND: if intersects_plane(prev_pos, obj.pos, plane): # Bingo! fall_dir = normalize(obj.pos - prev_pos) left = -cross(fall_dir, plane.normal) forward = -cross(plane.normal, left) return Mat33.from_columns(forward, left, plane.normal) prev_pos = obj.pos # No wall/ground intersections found in fall # Default to looking in direction of velocity, but upright forward = normalize(xy( car.vel)) if norm(xy(car.vel)) > 20 else car.forward up = Vec3(z=1) left = cross(up, forward) return Mat33.from_columns(forward, left, up)
def get_goto_point(self, bot, src, point): point = xy(point) desired_dir = self.get_center_dir() desired_dir_inv = -1 * desired_dir car_pos = xy(src) point_to_car = car_pos - point ang_to_desired_dir = angle_between(desired_dir_inv, point_to_car) ANG_ROUTE_ACCEPTED = math.pi / 4.3 can_go_straight = abs(ang_to_desired_dir) < self.span_size() / 2.0 can_with_route = abs( ang_to_desired_dir) < self.span_size() / 2.0 + ANG_ROUTE_ACCEPTED point = point + desired_dir_inv * 50 if can_go_straight: return point, 1.0 elif can_with_route: ang_to_right = abs(angle_between(point_to_car, -1 * self.right_dir)) ang_to_left = abs(angle_between(point_to_car, -1 * self.left_dir)) closest_dir = self.right_dir if ang_to_right < ang_to_left else self.left_dir goto = curve_from_arrival_dir(car_pos, point, closest_dir) goto.x = clip(goto.x, -Field.WIDTH / 2, Field.WIDTH / 2) goto.y = clip(goto.y, -Field.LENGTH / 2, Field.LENGTH / 2) draw.line(car_pos, goto, draw.color(150, 150, 150)) draw.line(point, goto, draw.color(150, 150, 150)) draw.bezier([car_pos, goto, point], draw.grey()) return goto, 0.5 else: return None, 1
def find_landing_orientation(car: Car, num_points: int) -> Mat33: """ dummy = DummyObject(car) trajectory = [Vec3(dummy.pos)] for i in range(0, num_points): fall(dummy, 0.0333) # Apply physics and let car fall through the air trajectory.append(Vec3(dummy.pos)) up = dummy.pitch_surface_normal() if norm(up) > 0.0 and i > 10: up = normalize(up) forward = normalize(dummy.vel - dot(dummy.vel, up) * up) left = cross(up, forward) return Mat33.from_columns(forward, left, up) return Mat33(car.rot) """ forward = normalize(xy( car.vel)) if norm(xy(car.vel)) > 20 else car.forward up = Vec3(z=1) left = cross(up, forward) return Mat33.from_columns(forward, left, up)
def find_landing_orientation(car: Car) -> Mat33: # FIXME: If we knew the arena's mesh we could test if we are landing on a wall or something forward = normalize(xy( car.vel)) if norm(xy(car.vel)) > 20 else car.forward up = Vec3(z=1) left = cross(up, forward) return Mat33.from_columns(forward, left, up)
def utility_score(self, bot) -> float: car = bot.info.my_car ball = bot.info.ball car_to_ball = car.pos - ball.pos bouncing_b = ball.pos.z > 130 or abs(ball.vel.z) > 300 if not bouncing_b: return 0 dist_01 = clip01(1 - norm(car_to_ball) / 3000) head_dir = lerp(Vec3(0, 0, 1), car.forward, 0.13) ang = angle_between(head_dir, car_to_ball) ang_01 = clip01(1 - ang / (math.pi / 2)) xy_speed_delta_01 = lin_fall(norm(xy(car.vel - ball.vel)), 800) obj_bonus = { Objective.UNKNOWN: 0.8, Objective.GO_FOR_IT: 1.0, Objective.FOLLOW_UP: 0, Objective.ROTATING: 0, Objective.SOLO: 1.0, }[car.objective] return obj_bonus * clip01(xy_speed_delta_01 * ang_01 * dist_01 + self.is_dribbling * self.extra_utility_bias)
def find_landing_orientation(car: Car, num_points: int) -> Mat33: dummy = DummyObject(car) for i in range(0, num_points): fall(dummy, 0.0333) # Apply physics and let car fall through the air if i > 5 and sdf_contains(dummy.pos): up = normalize(sdf_normal(dummy.pos)) left = cross(normalize(dummy.vel), up) forward = cross(up, left) return Mat33.from_columns(forward, left, up) forward = normalize(xy( car.vel)) if norm(xy(car.vel)) > 20 else car.forward up = Vec3(z=1) left = cross(up, forward) return Mat33.from_columns(forward, left, up)
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 * 0.85 # 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): car = bot.info.my_car ball = bot.info.ball car_to_ball = ball.pos - car.pos ball_to_enemy_goal = bot.info.enemy_goal - ball.pos own_goal_to_ball = ball.pos - bot.info.own_goal dist = norm(car_to_ball) offence = ball.pos.y * bot.info.team_sign < 0 dot_enemy = dot(car_to_ball, ball_to_enemy_goal) dot_own = dot(car_to_ball, own_goal_to_ball) right_side_of_ball = dot_enemy > 0 if offence else dot_own > 0 if right_side_of_ball: # Aim cone dir_to_post_1 = (bot.info.enemy_goal + Vec3(3800, 0, 0)) - bot.info.ball.pos dir_to_post_2 = (bot.info.enemy_goal + Vec3(-3800, 0, 0)) - bot.info.ball.pos cone = AimCone(dir_to_post_1, dir_to_post_2) cone.get_goto_point(bot, car.pos, bot.info.ball.pos) if bot.do_rendering: cone.draw(bot, bot.info.ball.pos) # Chase ball return bot.drive.go_towards_point(bot, xy(ball.pos), 2000, True, True, can_dodge=dist > 2200) else: # Go home return bot.drive.go_towards_point(bot, bot.info.own_goal_field, 2000, True, True)
def run(self, bot) -> SimpleControllerState: car = bot.info.my_car ball = bot.info.ball my_hit_time = predict.time_till_reach_ball(car, ball) reachable_ball = predict.ball_predict(bot, predict.time_till_reach_ball(car, ball)) ball_to_goal_right = bot.info.opp_goal.right_post - reachable_ball.pos ball_to_goal_left = bot.info.opp_goal.left_post - reachable_ball.pos aim_cone = AimCone(ball_to_goal_right, ball_to_goal_left) shoot_controls = bot.shoot.with_aiming(bot, aim_cone, my_hit_time) hit_pos = bot.shoot.ball_when_hit.pos dist = norm(car.pos - hit_pos) closest_enemy, enemy_dist = bot.info.closest_enemy(0.5 * (hit_pos + ball.pos)) if not bot.shoot.can_shoot and is_closer_to_goal_than(car.pos, hit_pos, bot.info.team): # Can't shoot but or at least on the right side: Chase goal_to_ball = normalize(hit_pos - bot.info.opp_goal.pos) offset_ball = hit_pos + goal_to_ball * Ball.RADIUS * 0.9 enemy_hit_time = predict.time_till_reach_ball(closest_enemy, ball) enemy_hit_pos = predict.ball_predict(bot, enemy_hit_time).pos if enemy_hit_time < 1.5 * my_hit_time: if bot.do_rendering: bot.renderer.draw_line_3d(closest_enemy.pos, enemy_hit_pos, bot.renderer.red()) return bot.drive.home(bot) if bot.do_rendering: bot.renderer.draw_line_3d(car.pos, offset_ball, bot.renderer.yellow()) return bot.drive.towards_point(bot, offset_ball, target_vel=2200, slide=False, boost_min=0) elif len(bot.info.teammates) == 0 and not bot.shoot.aim_is_ok and hit_pos.y * -bot.info.team_sign > 4250 and abs(hit_pos.x) > 900 and not dist < 420: # hit_pos is an enemy corner and we are not close: Avoid enemy corners in 1s and just wait enemy_to_ball = normalize(hit_pos - closest_enemy.pos) wait_point = hit_pos + enemy_to_ball * enemy_dist # a point 50% closer to the center of the field wait_point = lerp(wait_point, ball.pos + Vec3(0, bot.info.team_sign * 3000, 0), 0.5) if bot.do_rendering: bot.renderer.draw_line_3d(car.pos, wait_point, bot.renderer.yellow()) return bot.drive.towards_point(bot, wait_point, norm(car.pos - wait_point), slide=False, can_keep_speed=True, can_dodge=False) elif bot.shoot.can_shoot: # Shoot ! if bot.do_rendering: aim_cone.draw(bot, bot.shoot.ball_when_hit.pos, r=0, b=0) if bot.shoot.using_curve: rendering.draw_bezier(bot, [car.pos, bot.shoot.curve_point, hit_pos]) return shoot_controls else: # We can't shoot at goal reliably # How about a shot to the corners then? corners = [ Vec3(-Field.WIDTH2, -bot.info.team_sign * Field.LENGTH2, 0), Vec3(Field.WIDTH2, -bot.info.team_sign * Field.LENGTH2, 0), ] for corner in corners: ctrls = bot.shoot.towards(bot, corner, bot.info.my_car.reach_ball_time) if bot.shoot.can_shoot: aim_cone.draw(bot, bot.shoot.ball_when_hit.pos, b=0) if bot.shoot.using_curve: rendering.draw_bezier(bot, [car.pos, bot.shoot.curve_point, hit_pos]) return ctrls enemy_to_ball = normalize(xy(ball.pos - closest_enemy.pos)) ball_to_my_goal = normalize(xy(bot.info.own_goal.pos - ball.pos)) dot_threat = dot(enemy_to_ball, ball_to_my_goal) # 1 = enemy is in position, -1 = enemy is NOT in position if car.boost <= 10 and ball.pos.y * bot.info.team_sign < 0 and dot_threat < 0.15: collect_center = ball.pos.y * bot.info.team_sign <= 0 collect_small = closest_enemy.pos.y * bot.info.team_sign <= 0 or enemy_dist < 900 pads = filter_pads(bot, bot.info.big_boost_pads, big_only=not collect_small, enemy_side=False, center=collect_center) bot.maneuver = CollectClosestBoostManeuver(bot, pads) # return home-ish return bot.drive.stay_at(bot, lerp(bot.info.own_goal.pos, ball.pos, 0.2), ball.pos)
def exec(self, bot) -> SimpleControllerState: car = bot.info.my_car ball = bot.info.ball my_hit_time = predict.time_till_reach_ball(car, ball) shoot_controls = bot.shoot.with_aiming(bot, self.aim_cone, my_hit_time) if bot.do_rendering: self.aim_cone.draw(bot, bot.shoot.ball_when_hit.pos, b=0) hit_pos = bot.shoot.ball_when_hit.pos dist = norm(car.pos - hit_pos) closest_enemy, enemy_dist = bot.info.closest_enemy( 0.5 * (hit_pos + ball.pos)) if not bot.shoot.can_shoot and is_closer_to_goal_than( car.pos, hit_pos, bot.info.team): # Can't shoot but or at least on the right side: Chase goal_to_ball = normalize(hit_pos - bot.info.enemy_goal) offset_ball = hit_pos + goal_to_ball * Ball.RADIUS * 0.9 enemy_hit_time = predict.time_till_reach_ball(closest_enemy, ball) enemy_hit_pos = predict.ball_predict(bot, enemy_hit_time).pos if enemy_hit_time < 1.5 * my_hit_time: self.temp_utility_desire_boost -= bot.info.dt if bot.do_rendering: bot.renderer.draw_line_3d(closest_enemy.pos, enemy_hit_pos, bot.renderer.red()) return bot.drive.go_home(bot) if bot.do_rendering: bot.renderer.draw_line_3d(car.pos, offset_ball, bot.renderer.yellow()) return bot.drive.go_towards_point(bot, offset_ball, target_vel=2200, slide=False, boost_min=0) elif not bot.shoot.aim_is_ok and hit_pos.y * -bot.info.team_sign > 4250 and abs( hit_pos.x) > 900 and not dist < 420: # hit_pos is an enemy corner and we are not close: Avoid enemy corners and just wait enemy_to_ball = normalize(hit_pos - closest_enemy.pos) wait_point = hit_pos + enemy_to_ball * enemy_dist # a point 50% closer to the center of the field wait_point = lerp(wait_point, ball.pos + Vec3(0, bot.info.team_sign * 3000, 0), 0.5) if bot.do_rendering: bot.renderer.draw_line_3d(car.pos, wait_point, bot.renderer.yellow()) return bot.drive.go_towards_point(bot, wait_point, norm(car.pos - wait_point), slide=False, can_keep_speed=True, can_dodge=False) elif not bot.shoot.can_shoot: enemy_to_ball = normalize(xy(ball.pos - closest_enemy.pos)) ball_to_my_goal = normalize(xy(bot.info.own_goal - ball.pos)) dot_threat = dot( enemy_to_ball, ball_to_my_goal ) # 1 = enemy is in position, -1 = enemy is NOT in position if car.boost == 0 and ball.pos.y * bot.info.team_sign < 500 and dot_threat < 0.1: collect_center = ball.pos.y * bot.info.team_sign <= 0 collect_small = closest_enemy.pos.y * bot.info.team_sign <= 0 or enemy_dist < 900 pads = filter_pads(bot, bot.info.big_boost_pads, big_only=not collect_small, enemy_side=False, center=collect_center) bot.maneuver = CollectClosestBoostManeuver(bot, pads) # return home return bot.drive.go_home(bot) else: # Shoot ! if bot.shoot.using_curve and bot.do_rendering: rendering.draw_bezier( bot, [car.pos, bot.shoot.curve_point, hit_pos]) return shoot_controls
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() 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 < 0\ 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 False: tr_center_world = car.pos + dot(car.rot, tr_center_local) tr_center_world_2 = car.pos + dot(car.rot, -1 * tr_center_local) color = draw.orange() draw.circle(tr_center_world, car.up, tr, color) draw.circle(tr_center_world_2, car.up, tr, color) 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 update(self, bot): ball = bot.info.ball # Find closest foe to ball self.opp_closest_to_ball, self.opp_closest_to_ball_dist = argmin(bot.info.opponents, lambda opp: norm(opp.pos - ball.pos)) # Possession and on/off-site self.car_with_possession = None self.ally_with_possession = None self.opp_with_possession = None for car in bot.info.cars: # Effective position car.effective_pos = car.pos + xy(car.vel) * 0.8 # On site car_to_ball = ball.pos - car.pos car_to_ball_unit = normalize(car_to_ball) car.onsite = dot(Vec3(y=-car.team_sign), car_to_ball_unit) # Reach ball time car.reach_ball_time = predict.time_till_reach_ball(car, ball) reach01 = 1 - 0.9 * lin_fall(car.reach_ball_time, 4) ** 0.5 # Possession point_in_front = car.pos + car.vel * 0.5 ball_point_dist = norm(ball.pos - point_in_front) dist01 = 1000 / (1000 + ball_point_dist) # Halved after 1000 uu of dist, 1/3 at 2000 in_front01 = (dot(car.forward, car_to_ball_unit) + 1) / 2.0 car.possession = dist01 * in_front01 * reach01 if self.car_with_possession is None or car.possession > self.car_with_possession.possession: self.car_with_possession = car if car.team == bot.team and (self.ally_with_possession is None or car.possession > self.ally_with_possession.possession): self.ally_with_possession = car if car.team != bot.team and (self.opp_with_possession is None or car.possession > self.opp_with_possession.possession): self.opp_with_possession = car # Objectives if len(bot.info.team_cars) == 1: # No team mates. No roles bot.info.my_car.objective = bot.info.my_car.last_objective = Objective.SOLO return for car in bot.info.cars: car.last_objective = car.objective car.objective = Objective.UNKNOWN attacker, attacker_score = argmax(bot.info.team_cars, lambda ally: ((1.0 if ally.last_objective == Objective.GO_FOR_IT else 0.73) * ease_out(0.2 + 0.8 * ally.boost / 100, 2) # 50 boost is 0.85, 0 boost is 0.2 * ally.possession * ally.got_it_according_to_quick_chat_01(bot.info.time) * (1.0 if ally.onsite else 0.5) * (0 if ally.is_demolished else 1))) attacker.objective = Objective.GO_FOR_IT self.ideal_follow_up_pos = xy(ball.pos + bot.info.own_goal.pos) * 0.5 follower, follower_score = argmax([ally for ally in bot.info.team_cars if ally.objective == Objective.UNKNOWN], lambda ally: (1.0 if ally.last_objective == Objective.FOLLOW_UP else 0.73) * ease_out(0.2 * 0.8 * ally.boost / 100, 2) * (1 + ally.onsite / 2) * lin_fall(norm(ally.effective_pos - self.ideal_follow_up_pos), 3000) * (0 if ally.is_demolished else 1)) if follower is not None: follower.objective = Objective.FOLLOW_UP for car in bot.info.team_cars: if car.objective == Objective.UNKNOWN: car.objective = Objective.ROTATING
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/ | # > 1200 | 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 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)) dot_facing_score_2d = dot(normalize(xy(car_to_ball_soon)), normalize(xy(car.forward))) vel_towards_ball_soon = proj_onto_size(car.vel, car_to_ball_soon) is_facing = 0.1 < dot_facing_score is_facing_2d = 0.3 < dot_facing_score self.ball_when_hit = ball_soon if ball_soon.pos.z < 110: # The ball is on the ground 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) < 400 + Ball.RADIUS and aim_cone.contains_direction(car_to_ball_soon)\ and vel_towards_ball_soon > 300: bot.drive.start_dodge(bot, towards_ball=True) 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) < 400 + 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, towards_ball=True) 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! return None elif ball_soon.pos.z < 600 and ball_soon.vel.z <= 0: # Ball is on ground soon. Is it worth waiting? TODO if aim is bad, do a slow curve - or delete case? pass # --------------------------------------- # Ball is in the air, or going in the air if 200 < ball_soon.pos.z < 1400 and aim_cone.contains_direction(car_to_ball_soon) and is_facing_2d: # Can we hit it if we make jump shot or aerial shot? vel_f = proj_onto_size(car.vel, xy(car_to_ball_soon)) aerial = ball_soon.pos.z > 750 if vel_f > 400: # Some forward momentum is required flat_dist = norm(xy(car_to_ball_soon)) # This range should be good https://www.desmos.com/calculator/bx9imtiqi5 good_height = 0.3 * ball_soon.pos.z < flat_dist < 4 * ball_soon.pos.z if good_height: # Alternative ball positions alternatives = [ (ball_predict(bot, time * 0.8), time * 0.8), (ball_predict(bot, time * 0.9), time * 0.9), (ball_soon, time), (ball_predict(bot, time * 1.1), time * 1.1), (ball_predict(bot, time * 1.2), time * 1.2) ] for alt_ball, alt_time in alternatives: potential_small_jump_shot = JumpShotManeuver(bot, alt_ball.pos, bot.info.time + alt_time, do_second_jump=aerial) jump_shot_viable = potential_small_jump_shot.is_viable(car, bot.info.time) if jump_shot_viable: self.can_shoot = True self.aim_is_ok = True bot.maneuver = potential_small_jump_shot return bot.maneuver.exec(bot) self.ball_is_flying = True 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.go_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.go_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