def orbitBall(player): """ State to orbit the ball """ if player.firstFrame(): if hackKick.DEBUG_KICK_DECISION: print "Orbiting at angle: ",player.kick.h if player.kick.h == 0: return player.goNow('positionForKick') # Reset from pre-kick pan to straight, then track the ball. player.brain.tracker.lookStraightThenTrack() player.brain.nav.orbitAngle(player.orbitDistance, player.kick.h) elif player.brain.nav.isStopped(): player.shouldOrbit = False player.kick.h = 0 if player.kick == kicks.ORBIT_KICK_POSITION: return player.goNow('prepareForKick') else: player.kick = kicks.chooseAlignedKickFromKick(player, player.kick) return player.goNow('positionForKick') if (transitions.shouldFindBallKick(player) or transitions.shouldCancelOrbit(player)): player.inKickingState = False return player.goLater('chase') return player.stay()
def positionForKick(player): """ Get the ball in the sweet spot """ if (transitions.shouldApproachBallAgain(player) or transitions.shouldRedecideKick(player)): player.inKickingState = False return player.goLater('chase') ball = player.brain.ball kick_pos = player.kick.getPosition() positionForKick.kickPose = RelRobotLocation(ball.rel_x - kick_pos[0], ball.rel_y - kick_pos[1], 0) #only enque the new goTo destination once if player.firstFrame(): # Safer when coming from orbit in 1 frame. Still works otherwise, too. player.brain.tracker.lookStraightThenTrack() player.brain.nav.goTo(positionForKick.kickPose, Navigator.PRECISELY, Navigator.GRADUAL_SPEED, False, Navigator.ADAPTIVE) else: player.brain.nav.updateDest(positionForKick.kickPose) if transitions.shouldFindBallKick(player) and player.counter > 15: player.inKickingState = False return player.goLater('chase') if (transitions.ballInPosition(player, positionForKick.kickPose) or player.brain.nav.isAtPosition()): player.brain.nav.stand() return player.goNow('kickBallExecute') return player.stay()
def positionForKick(player): """ Get to the ball. Uses chaseBall to walk to the ball when its far away, and positionForKick once we get close. This allows Player to monitor Navigator's progress as it positions. """ if player.penaltyKicking and player.brain.ball.loc.inOppGoalBox(): return player.goNow('penaltyBallInOppGoalbox') if player.firstFrame(): player.brain.tracker.trackBall() player.inKickingState = False if player.counter % 10 is 0: player.brain.kickDecider.decideKick() player.brain.nav.kickPosition(player.brain.kickDecider.getKick()) # most of the time going to chase will kick back to here, lets us reset if transitions.shouldFindBallKick(player): player.inKickingState = False return player.goLater('chase') #if transitions.shouldKick(player): if transitions.ballInPosition(player) and (player.brain.nav.isStopped() or player.brain.nav.isAtPosition()): if transitions.shouldOrbit(player): return player.goNow('lookAround') else: return player.goNow('kickBallExecute') return player.stay()
def positionForKick(player): """ Get to the ball. Uses chaseBall to walk to the ball when its far away, and positionForKick once we get close. This allows Player to monitor Navigator's progress as it positions. """ if player.firstFrame(): player.brain.tracker.trackBall() player.inKickingState = True if player.counter % 10 is 0: player.brain.kickDecider.decideKick() player.brain.nav.kickPosition(player.brain.kickDecider.getKick()) # most of the time going to chase will kick back to here, lets us reset if transitions.shouldFindBallKick(player): player.inKickingState = False return player.goLater('chase') #if transitions.shouldKick(player): if transitions.ballInPosition(player): if transitions.shouldOrbit(player): print "Don't have a kick, orbitting" return player.goNow('orbitBall') else: return player.goNow('kickBallExecute') return player.stay()
def orbitBall(player): """ State to orbit the ball """ if player.firstFrame(): if hackKick.DEBUG_KICK_DECISION: print "Orbiting at angle: ", player.kick.h if player.kick.h == 0: return player.goNow('positionForKick') # Reset from pre-kick pan to straight, then track the ball. player.brain.tracker.lookStraightThenTrack() player.brain.nav.orbitAngle(player.orbitDistance, player.kick.h) elif player.brain.nav.isStopped(): player.shouldOrbit = False player.kick.h = 0 if player.kick == kicks.ORBIT_KICK_POSITION: return player.goNow('prepareForKick') else: player.kick = kicks.chooseAlignedKickFromKick(player, player.kick) return player.goNow('positionForKick') if (transitions.shouldFindBallKick(player) or transitions.shouldCancelOrbit(player)): player.inKickingState = False return player.goLater('chase') return player.stay()
def positionForKick(player): """ Get the ball in the sweet spot """ if (transitions.shouldApproachBallAgain(player) or transitions.shouldRedecideKick(player)): player.inKickingState = False return player.goLater('chase') if not player.shouldKickOff or DRIBBLE_ON_KICKOFF: if dr_trans.shouldDribble(player): return player.goNow('decideDribble') if player.corner_dribble: return player.goNow('executeDribble') ball = player.brain.ball kick_pos = player.kick.getPosition() positionForKick.kickPose = RelRobotLocation(ball.stat_rel_x - kick_pos[0], ball.stat_rel_y - kick_pos[1], 0) if player.firstFrame(): # Safer when coming from orbit in 1 frame. Still works otherwise, too. player.brain.tracker.lookStraightThenTrack() #only enque the new goTo destination once and update it afterwards player.brain.nav.goTo(positionForKick.kickPose, Navigator.PRECISELY, Navigator.SLOW_SPEED, False, Navigator.ADAPTIVE) else: player.brain.nav.updateDest(positionForKick.kickPose) if transitions.shouldFindBallKick(player): player.inKickingState = False return player.goLater('chase') if (transitions.ballInPosition(player, positionForKick.kickPose) or player.brain.nav.isAtPosition()): player.ballBeforeKick = player.brain.ball player.brain.nav.stand() return player.goNow('kickBallExecute') return player.stay()
def positionForKick(player): """ Get to the ball. Uses chaseBall to walk to the ball when its far away, and positionForKick once we get close. This allows Player to monitor Navigator's progress as it positions. """ if player.penaltyKicking and player.brain.ball.loc.inOppGoalBox(): return player.goNow('penaltyBallInOppGoalbox') ballLoc = player.brain.ball.loc kick_pos = player.kick.getPosition() positionForKick.kickPose = RelRobotLocation(ballLoc.relX - kick_pos[0] - 3, ballLoc.relY - kick_pos[1], 0) if player.firstFrame(): player.brain.tracker.trackBall() player.inKickingState = False #only enque the new goTo destination once if player.firstFrame(): player.brain.nav.goTo(positionForKick.kickPose, Navigator.CLOSE_ENOUGH, Navigator.CAREFUL_SPEED, Navigator.ADAPTIVE) else: player.brain.nav.updateDest(positionForKick.kickPose) # most of the time going to chase will kick back to here, lets us reset if transitions.shouldFindBallKick(player) and player.counter > 15: player.inKickingState = False return player.goNow('findBall') #if transitions.shouldKick(player): if transitions.ballInPosition(player, positionForKick.kickPose) or player.brain.nav.isAtPosition(): # if transitions.shouldOrbit(player): # return player.goNow('lookAround') # else: player.brain.nav.stand() return player.goLater('kickBallExecute') return player.stay()
def positionForKick(player): """ Get the ball in the sweet spot """ if (transitions.shouldApproachBallAgain(player) or transitions.shouldRedecideKick(player)): print "DEBUG_SUITE: In 'positionForKick', either shouldApproachBallAgain or shouldRedecideKick. Switching to 'chase'." player.inKickingState = False return player.goLater('chase') ball = player.brain.ball kick_pos = player.kick.getPosition() positionForKick.kickPose = RelRobotLocation(ball.rel_x - kick_pos[0], ball.rel_y - kick_pos[1], 0) #only enque the new goTo destination once if player.firstFrame(): # Safer when coming from orbit in 1 frame. Still works otherwise, too. player.brain.tracker.lookStraightThenTrack() #TODO: try getting rid of ADAPTIVE here, if ball estimates are good, #we don't need to lower the speed/shuffle to the ball player.brain.nav.goTo(positionForKick.kickPose, Navigator.PRECISELY, Navigator.GRADUAL_SPEED, False, Navigator.ADAPTIVE) else: player.brain.nav.updateDest(positionForKick.kickPose) if transitions.shouldFindBallKick(player) and player.counter > 15: print "DEBUG_SUITE: In 'positionForKick', both shouldFindBallKick and counter >15. Switching to 'chase'." player.inKickingState = False return player.goLater('chase') if (transitions.ballInPosition(player, positionForKick.kickPose) or player.brain.nav.isAtPosition()): print "DEBUG_SUITE: In 'positionForKick', either ballInPosition or nav.isAtPosition. Switching to 'kickBallExecute'." player.brain.nav.stand() return player.goNow('kickBallExecute') return player.stay()
def positionForKick(player): """ Get the ball in the sweet spot """ if (transitions.shouldApproachBallAgain(player) or transitions.shouldRedecideKick(player)): player.inKickingState = False return player.goLater('chase') ball = player.brain.ball kick_pos = player.kick.getPosition() positionForKick.kickPose = RelRobotLocation(ball.rel_x - kick_pos[0], ball.rel_y - kick_pos[1], 0) #only enque the new goTo destination once if player.firstFrame(): # Safer when coming from orbit in 1 frame. Still works otherwise, too. player.brain.tracker.lookStraightThenTrack() player.brain.nav.goTo(positionForKick.kickPose, Navigator.PRECISELY, Navigator.GRADUAL_SPEED, False, Navigator.ADAPTIVE) else: player.brain.nav.updateDest(positionForKick.kickPose) if transitions.shouldFindBallKick(player) and player.counter > 15: player.inKickingState = False return player.goLater('chase') if (transitions.ballInPosition(player, positionForKick.kickPose) or player.brain.nav.isAtPosition()): player.brain.nav.stand() return player.goNow('kickBallExecute') return player.stay()
def orbitBall(player): """ State to orbit the ball """ if player.firstFrame(): if hackKick.DEBUG_KICK_DECISION: print "Orbiting at angle: ", player.kick.h if player.kick.h == 0: return player.goNow("positionForKick") elif player.kick.h < 0: # set y vel at 50% speed print "Turn to left, move right" player.brain.nav.walk(0, -0.7, 0.25) elif player.kick.h > 0: # set y vel at 50% speed in opposite direction print "Turn to right, move left" player.brain.nav.walk(0, 0.7, -0.25) elif player.brain.nav.isStopped(): player.shouldOrbit = False player.kick.h = 0 player.kick = kicks.chooseAlignedKickFromKick(player, player.kick) return player.goNow("positionForKick") # all of this is basically the same as in shoot() in hackKickInformation goalCenter = Location(nogginConstants.FIELD_WHITE_RIGHT_SIDELINE_X, nogginConstants.CENTER_FIELD_Y) ballLocation = Location(player.brain.ball.x, player.brain.ball.y) headingBallToGoalCenter = ballLocation.headingTo(goalCenter) bearingForKick = headingBallToGoalCenter - player.brain.loc.h # the kick was chosen before we came into orbitBall() if player.kick.isStraightKick(): orbitBall.desiredHeading = 0 - bearingForKick elif player.kick == kicks.RIGHT_SIDE_KICK: orbitBall.desiredHeading = 70 - bearingForKick elif player.kick == kicks.LEFT_SIDE_KICK: orbitBall.desiredHeading = -70 - bearingForKick elif player.kick.isBackKick(): if bearingForKick < -125: orbitBall.desiredHeading = -180 - bearingForKick else: orbitBall.desiredHeading = 180 - bearingForKick # #debugging # if player.counter%20 == 0: # print "desiredHeading is: | ", orbitBall.desiredHeading # print "ball to goal center:| ", headingBallToGoalCenter # print "player heading: | ", player.brain.loc.h # print "bearing for kick: | ", bearingForKick # print "walk is: | (",player.brain.nav.getXSpeed(),",",player.brain.nav.getYSpeed(),",",player.brain.nav.getHSpeed(),")" # print "=====================++++++++++" # our in-house heading checker is of the opinion that we're pointed in the right direction if orbitBall.desiredHeading > -10 and orbitBall.desiredHeading < 10: player.stopWalking() print "Done orbiting, going to positionForKick" player.shouldOrbit = False player.kick.h = 0 player.kick = kicks.chooseAlignedKickFromKick(player, player.kick) return player.goNow("positionForKick") if player.stateTime > 8: print "In state orbitBall for too long, switching to chase" player.shouldOrbit = False player.stopWalking() player.inKickingState = False return player.goLater("chase") # These next three if statements might need some fine tuning # ATM that doesn't appear to be the case if constants.ORBIT_BALL_DISTANCE < player.brain.ball.distance - 7: # We're too far away player.brain.nav.setXSpeed(0.15) if constants.ORBIT_BALL_DISTANCE > player.brain.ball.distance + 1: # We're too close player.brain.nav.setXSpeed(-0.15) if ( constants.ORBIT_BALL_DISTANCE > player.brain.ball.distance - 1 and constants.ORBIT_BALL_DISTANCE < player.brain.ball.distance + 1 ): # print "We're at a good distance" player.brain.nav.setXSpeed(0) if transitions.shouldFindBallKick(player) or transitions.shouldCancelOrbit(player): player.inKickingState = False return player.goLater("chase") if player.kick.h > 0: # Orbiting clockwise if player.brain.ball.rel_y > 2: player.brain.nav.setHSpeed(0) # print "turn clockwise SLOWER" elif player.brain.ball.rel_y < 2: player.brain.nav.setHSpeed(-0.35) # print "turn clockwise FASTER" else: player.brain.nav.setHSpeed(-0.25) # print "turn clockwise NORMAL" else: # Orbiting counter-clockwise if player.brain.ball.rel_y > 2: player.brain.nav.setHSpeed(0.35) # print "turn counterclockwise FASTER" elif player.brain.ball.rel_y < 2: player.brain.nav.setHSpeed(0) # print "turn counterclockwise SLOWER" else: player.brain.nav.setHSpeed(0.25) # print "turn clockwise NORMAL" return player.stay()
def orbitBall(player): """ State to orbit the ball """ if player.firstFrame(): orbitBall.counter = 0 if hackKick.DEBUG_KICK_DECISION: print "Orbiting at angle: ", player.kick.h if player.kick.h == 0: print "DEBUG_SUITE: In 'orbitBall', orbit is zero. Switching to 'positionForKick'." return player.goNow("positionForKick") print "DEBUG_SUITE: In 'orbitBall', orbiting at non-zero angle." # Reset from pre-kick pan to straight, then track the ball. player.brain.tracker.lookStraightThenTrack() if player.kick.h > 0: # set y vel at 50% speed print "Turn to right" player.brain.nav.walk(0, 0.5, -0.15) if player.kick.h < 0: # set y vel at 50% speed in opposite direction print "Turn to left" player.brain.nav.walk(0, -0.5, 0.15) elif player.brain.nav.isStopped(): player.shouldOrbit = False player.kick.h = 0 if player.kick == kicks.ORBIT_KICK_POSITION: print "DEBUG_SUITE: In 'orbitBall', finished with orbit kick. Switching to 'prepareForKick'." return player.goNow("prepareForKick") else: print "DEBUG_SUITE: In 'orbitBall', finished with orbit. Switching to 'positionForKick'." player.kick = kicks.chooseAlignedKickFromKick(player, player.kick) return player.goNow("positionForKick") # Used to update kick.h so we can *ideally* determine how long we've been orbiting prepareForKick.hackKick.shoot() # debugging if orbitBall.counter % 25 == 0: print "h is: ", player.kick.h print "stateTime is: ", player.stateTime # hackKick.shoot() is of the opinion that we're pointed in the right direction if player.kick.h > -5 and player.kick.h < 5: print "I'm not orbiting anymore" player.shouldOrbit = False player.kick.h = 0 player.kick = kicks.chooseAlignedKickFromKick(player, player.kick) return player.goNow("positionForKick") if player.stateTime > 5: print "In state orbitBall for too long, switching to chase" player.shouldOrbit = False return player.goLater("chase") # These next three if statements might need some fine tuning # ATM that doesn't appear to be the case if player.orbitDistance < player.brain.ball.distance - 1: # We're too far away player.brain.nav.setXSpeed(0.15) if player.orbitDistance > player.brain.ball.distance + 1: # We're too close player.brain.nav.setXSpeed(-0.15) if player.orbitDistance > player.brain.ball.distance - 1 and player.orbitDistance < player.brain.ball.distance + 1: # print "We're at a good distance" player.brain.nav.setXSpeed(0) if transitions.shouldFindBallKick(player) or transitions.shouldCancelOrbit(player): print "DEBUG_SUITE: In 'orbitBall', either shouldFindBall or shouldCancelOrbit. Switching to 'chase'." player.inKickingState = False return player.goLater("chase") # Keeps track of the number of frames in orbitBall orbitBall.counter = orbitBall.counter + 1 return player.stay()