Пример #1
0
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()
Пример #2
0
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()
Пример #3
0
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()
Пример #4
0
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()