def approachBall(player): """ Once we are aligned with the ball, approach it """ # Switch to other states if we should if player.penaltyKicking and \ player.brain.ball.inOppGoalBox(): return player.goNow('penaltyBallInOppGoalbox') elif player.brain.tracker.activeLocOn: if transitions.shouldScanFindBallActiveLoc(player): return player.goLater('scanFindBall') elif transitions.shouldScanFindBall(player): return player.goLater('scanFindBall') elif player.brain.play.isRole(GOALIE) and goalTran.dangerousBall(player): return player.goNow('approachDangerousBall') elif transitions.shouldDribble(player): return player.goNow('dribble') elif transitions.shouldSpinToBallClose(player): return player.goNow('spinToBallClose') elif transitions.shouldStopBeforeKick(player): return player.goNow('stopBeforeKick') elif transitions.shouldPositionForKick(player): return player.goNow('decideKick') if player.firstFrame(): player.brain.nav.chaseBall() player.hasAlignedOnce = False player.brain.tracker.trackBall() return player.stay()
def spinToBallClose(player): """ If the ball is really close to us, but we aren't facing it yet, stop and spin toward it, then decide your kick. """ player.brain.tracker.trackBall() ball = player.brain.ball if (ball.relY > constants.SHOULD_STOP_Y or ball.relY < -1*constants.SHOULD_STOP_Y): spinDir = player.brain.my.spinDirToPoint(ball) player.setWalk(0, 0, spinDir*constants.BALL_SPIN_SPEED) else: if ball.dist > constants.SHOULD_START_DIST: player.brain.nav.chaseBall() else: player.stopWalking() return player.goNow('decideKick') if player.brain.tracker.activeLocOn: if transitions.shouldScanFindBallActiveLoc(player): return player.goLater('scanFindBall') elif transitions.shouldScanFindBall(player): return player.goLater('scanFindBall') return player.stay()
def positionForKick(player): """ State to align on the ball once we are near it """ if player.firstFrame(): kick = player.brain.kickDecider.kickInfo.getKick() player.brain.kickDecider.currentKick = kick if kick is None: player.angleToOrbit = player.brain.kickDecider.kickInfo.orbitAngle return player.goLater('orbitBall') player.brain.kickDecider.kickInfo = \ KickInformation.KickInformation(player) player.brain.nav.kickPosition(kick) player.inKickingState = True player.ballTooFar = 0 player.brain.tracker.trackBall() # something has gone wrong, maybe the ball was moved? if (player.brain.ball.dist > PFK_BALL_CLOSE_ENOUGH or player.brain.ball.framesOff > PFK_BALL_VISION_FRAMES): player.ballTooFar += 1 if player.ballTooFar > BUFFER_FRAMES_THRESHOLD: return player.goNow('chase') else: player.ballTooFar = 0 # Leave this state if necessary if transitions.shouldKick(player): return player.goNow('kickBallExecute') if player.brain.tracker.activeLocOn: if transitions.shouldScanFindBallActiveLoc(player): player.inKickingState = False return player.goLater('scanFindBall') else: if transitions.shouldScanFindBall(player): player.inKickingState = False return player.goLater('scanFindBall') if transitions.shouldApproachFromPositionForKick(player): player.inKickingState = False return player.goLater('approachBall') if not player.brain.play.isRole(GOALIE): if transitions.shouldDribble(player): return player.goNow('dribble') return player.stay()
def approachBallWalk(player): """ Method that is used by both approach ball and dribble We use things as to when we should leave and how we should walk """ if player.brain.playbook.role != pbc.GOALIE: if transitions.shouldNotGoInBox(player): return player.goLater('ballInMyBox') elif transitions.shouldChaseAroundBox(player): return player.goLater('chaseAroundBox') elif transitions.shouldApproachBallWithLoc(player): return player.goNow('approachBallWithLoc') elif transitions.shouldTurnToBall_ApproachBall(player): return player.goLater('turnToBall') elif not player.brain.tracker.activeLocOn and \ transitions.shouldScanFindBall(player): return player.goLater('scanFindBall') elif player.brain.tracker.activeLocOn and \ transitions.shouldScanFindBallActiveLoc(player): return player.goLater('scanFindBall') elif transitions.shouldAvoidObstacleDuringApproachBall(player): return player.goLater('avoidObstacle') # Determine our speed for approaching the ball ball = player.brain.ball if player.brain.playbook.role == pbc.GOALIE and goalTran.dangerousBall(player): return player.goNow('approachDangerousBall') if ball.dist < constants.APPROACH_WITH_GAIN_DIST: sX = MyMath.clip(ball.dist*constants.APPROACH_X_GAIN, constants.MIN_APPROACH_X_SPEED, constants.MAX_APPROACH_X_SPEED) else : sX = constants.MAX_APPROACH_X_SPEED # Determine the speed to turn to the ball sTheta = MyMath.clip(ball.bearing*constants.APPROACH_SPIN_GAIN, -constants.APPROACH_SPIN_SPEED, constants.APPROACH_SPIN_SPEED) # Avoid spinning so slowly that we step in place if fabs(sTheta) < constants.MIN_APPROACH_SPIN_MAGNITUDE: sTheta = 0.0 # Set our walk towards the ball if ball.on: player.setSpeed(sX,0,sTheta) return player.stay()
def approachBallWalk(player): """ Method that is used by both approach ball and dribble We use things as to when we should leave and how we should walk """ if not player.brain.play.isRole(GOALIE): if transitions.shouldNotGoInBox(player): return player.goLater('ballInMyBox') elif transitions.shouldChaseAroundBox(player): return player.goLater('chaseAroundBox') elif transitions.shouldApproachBallWithLoc(player): return player.goNow('approachBallWithLoc') elif transitions.shouldTurnToBall_ApproachBall(player): return player.goLater('turnToBall') elif not player.brain.tracker.activeLocOn and \ transitions.shouldScanFindBall(player): return player.goLater('scanFindBall') elif player.brain.tracker.activeLocOn and \ transitions.shouldScanFindBallActiveLoc(player): return player.goLater('scanFindBall') elif transitions.shouldAvoidObstacleDuringApproachBall(player): return player.goLater('avoidObstacle') # Determine our speed for approaching the ball ball = player.brain.ball if player.brain.play.isRole(GOALIE) and goalTran.dangerousBall(player): return player.goNow('approachDangerousBall') if ball.dist < constants.APPROACH_WITH_GAIN_DIST: sX = MyMath.clip(ball.dist * constants.APPROACH_X_GAIN, constants.MIN_APPROACH_X_SPEED, constants.MAX_APPROACH_X_SPEED) else: sX = constants.MAX_APPROACH_X_SPEED # Determine the speed to turn to the ball sTheta = MyMath.clip(ball.bearing * constants.APPROACH_SPIN_GAIN, -constants.APPROACH_SPIN_SPEED, constants.APPROACH_SPIN_SPEED) # Avoid spinning so slowly that we step in place if fabs(sTheta) < constants.MIN_APPROACH_SPIN_MAGNITUDE: sTheta = 0.0 # Set our walk towards the ball if ball.on: player.setWalk(sX, 0, sTheta) return player.stay()
def positionForKick(player): """ State to align on the ball once we are near it """ if player.firstFrame(): kick = player.brain.kickDecider.getKick() if kick is None: player.angleToOrbit = player.brain.kickDecider.kickInfo.orbitAngle return player.goLater('orbitBall') player.inKickingState = True if transitions.shouldKickNow(player): return player.goLater('kickBallExecute') player.brain.nav.kickPosition(kick) player.brain.tracker.trackBall() # Leave this state if necessary if transitions.shouldStopAndKick(player): return player.goLater('preKickStop') if player.brain.tracker.activeLocOn: if transitions.shouldScanFindBallActiveLoc(player): player.inKickingState = False return player.goLater('scanFindBall') elif transitions.shouldScanFindBallKick(player): player.inKickingState = False return player.goLater('scanFindBall') elif transitions.shouldSpinToKick(player): return player.goLater('spinToKick') if transitions.shouldChaseFromPositionForKick(player): player.inKickingState = False return player.goLater('chase') if not player.brain.play.isRole(GOALIE): if transitions.shouldDribble(player): return player.goLater('dribble') if player.brain.nav.isStopped(): kick = player.brain.kickDecider.getKick() player.brain.nav.kickPosition(kick) return player.stay()
def spinToKick(player): """ If the ball is behind the tip of our foot, but outside it, spin """ player.brain.tracker.trackBall() ball = player.brain.ball if (ball.relY > constants.SHOULD_SPIN_TO_KICK_Y or ball.relY < -1*constants.SHOULD_SPIN_TO_KICK_Y): spinDir = player.brain.my.spinDirToPoint(ball) player.setWalk(0,0,spinDir*constants.BALL_SPIN_SPEED) else: if ball.dist > constants.SHOULD_SPIN_TO_KICK_DIST: player.brain.nav.chaseBall() else: player.stopWalking() return player.goNow('decideKick') if player.brain.tracker.activeLocOn: if transitions.shouldScanFindBallActiveLoc(player): return player.goLater('scanFindBall') elif transitions.shouldScanFindBall(player): return player.goLater('scanFindBall') return player.stay()
def approachBallWithLoc(player): if player.firstFrame(): player.brain.CoA.setRobotGait(player.brain.motion) player.hasAlignedOnce = False nav = player.brain.nav my = player.brain.my if player.brain.playbook.role == pbc.GOALIE: if transitions.shouldKick(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goNow('waitBeforeKick') elif transitions.shouldPositionForKickFromApproachLoc(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('positionForKick') elif my.locScoreFramesBad > constants.APPROACH_NO_LOC_THRESH: player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('approachBall') elif not player.brain.tracker.activeLocOn and \ transitions.shouldScanFindBall(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('scanFindBall') else: if transitions.shouldKick(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goNow('waitBeforeKick') elif transitions.shouldPositionForKickFromApproachLoc(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('positionForKick') elif transitions.shouldNotGoInBox(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('ballInMyBox') elif transitions.shouldChaseAroundBox(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('chaseAroundBox') elif transitions.shouldAvoidObstacleDuringApproachBall(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('avoidObstacle') elif my.locScoreFramesBad > constants.APPROACH_NO_LOC_THRESH: player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('approachBall') elif not player.brain.tracker.activeLocOn and \ transitions.shouldScanFindBall(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('scanFindBall') elif player.brain.tracker.activeLocOn and \ transitions.shouldScanFindBallActiveLoc(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('scanFindBall') #if player.brain.ball.locDist > constants.APPROACH_ACTIVE_LOC_DIST: if transitions.shouldActiveLoc(player): player.brain.tracker.activeLoc() else : player.brain.tracker.trackBall() dest = player.getApproachPosition() useOmni = MyMath.dist(my.x, my.y, dest[0], dest[1]) <= \ constants.APPROACH_OMNI_DIST changedOmni = False if useOmni != nav.movingOmni: player.changeOmniGoToCounter += 1 else : player.changeOmniGoToCounter = 0 if player.changeOmniGoToCounter > PositionConstants.CHANGE_OMNI_THRESH: changedOmni = True if player.firstFrame() or \ nav.destX != dest[0] or \ nav.destY != dest[1] or \ nav.destH != dest[2] or \ changedOmni: if not useOmni: player.brain.CoA.setRobotGait(player.brain.motion) nav.goTo(dest) else: player.brain.CoA.setRobotSlowGait(player.brain.motion) nav.omniGoTo(dest) return player.stay()
def approachBallWithLoc(player): if player.firstFrame(): player.brain.CoA.setRobotGait(player.brain.motion) player.hasAlignedOnce = False nav = player.brain.nav my = player.brain.my if player.brain.play.isRole(GOALIE): if transitions.shouldKick(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goNow('waitBeforeKick') elif transitions.shouldPositionForKickFromApproachLoc(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('positionForKick') elif my.locScoreFramesBad > constants.APPROACH_NO_LOC_THRESH: player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('approachBall') elif not player.brain.tracker.activeLocOn and \ transitions.shouldScanFindBall(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('scanFindBall') else: if transitions.shouldKick(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goNow('waitBeforeKick') elif transitions.shouldPositionForKickFromApproachLoc(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('positionForKick') elif transitions.shouldNotGoInBox(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('ballInMyBox') elif transitions.shouldChaseAroundBox(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('chaseAroundBox') elif transitions.shouldAvoidObstacleDuringApproachBall(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('avoidObstacle') elif my.locScoreFramesBad > constants.APPROACH_NO_LOC_THRESH: player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('approachBall') elif not player.brain.tracker.activeLocOn and \ transitions.shouldScanFindBall(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('scanFindBall') elif player.brain.tracker.activeLocOn and \ transitions.shouldScanFindBallActiveLoc(player): player.brain.CoA.setRobotGait(player.brain.motion) return player.goLater('scanFindBall') #if player.brain.ball.locDist > constants.APPROACH_ACTIVE_LOC_DIST: if transitions.shouldActiveLoc(player): player.brain.tracker.activeLoc() else: player.brain.tracker.trackBall() dest = player.getApproachPosition() useOmni = my.dist(dest) <= \ constants.APPROACH_OMNI_DIST changedOmni = False if useOmni != nav.movingOmni(): player.changeOmniGoToCounter += 1 else: player.changeOmniGoToCounter = 0 if player.changeOmniGoToCounter > PositionConstants.CHANGE_OMNI_THRESH: changedOmni = True if player.firstFrame() or \ nav.dest != dest or \ changedOmni: if not useOmni: player.brain.CoA.setRobotGait(player.brain.motion) nav.goTo(dest) else: player.brain.CoA.setRobotSlowGait(player.brain.motion) nav.omniGoTo(dest) return player.stay()