Пример #1
0
 def __init__(self, name, team, index):
     super().__init__(name, team, index)
     self.info = GameInfo(index, team)
     self.last_turn = 0
     self.controls = SimpleControllerState()
     self.controls.throttle = 1
     self.controls.boost = 1
Пример #2
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 def initialize_agent(self):
     #self.gui = GUI() #Paul has a nice GUI that allows for drawing paths, creating and moving/editing events
     self.info = GameInfo(self.index, self.team)
     team = 0
     if self.team == 1:
         team = -1
     else:
         team = 1
     self.action_state = ''
     self.frames = 0
     self.yeet_start = time.time()
     self.yeet_kick_off = KickoffAgent('eat ass', self.info.team,
                                       self.info.index)
     self.last_frame = False
     self.flip_idx = 0
     self.lock = threading.Lock()
     self.fps = 60
     self.jump_frames = 0
     self.kick = True
     self.car_locations = [
         Queue(maxsize=4),
         Queue(maxsize=4),
         Queue(maxsize=4),
         Queue(maxsize=4),
         Queue(maxsize=4),
         Queue(maxsize=4)
     ]
Пример #3
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    def __init__(self, name, team, index):
        self.index          = index
        self.info           = GameInfo(index, team)
        self.team           = team
        self.controls       = SimpleControllerState()
        self.action         = None

        self.last_time      = 0.0
        self.dt             = 1.0 / 120.0

        self.goals          = 0

        self.timer          = 0.0
        self.kickoff_pos    = None
        self.state          = None
        self.target         = None
        self.target_speed   = 1800
        self.drift          = False

        #bot parameters
        self.target_range   = 200
        self.low_boost      = 25
        self.max_ball_dist  = 4000
        self.def_extra_dist = 800
        self.turn_c_quality = 20
        self.min_target_s   = 1000
        self.dodge_dist     = 400

        self.RLwindow = [0]*4
Пример #4
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    def __init__(self, game_interface: GameInterface):
        super().__init__()
        self.game_interface = game_interface

        self.game_info = GameInfo(0, 0)
        self.renderer = self.game_interface.renderer
        self.drones_per_ring = 8
Пример #5
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    def __init__(self, name, team, index):
        self.index = index
        self.info = GameInfo(index, team)
        self.controls = SimpleControllerState()

        self.timer = 0.0
        self.action = None
Пример #6
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    def __init__(
        self,
        agent,
        bot_container,
        model1_path=None,
        model2_path=None,
        save_path=None,
        mode=0,
        render=False,
    ):
        """
        AgentModule.

        agent: The agent that this is running on
        model1_path: Path to load model to be trained from. Defaults to making a new one.
        model2_path: Path to load model to be learned from (Used for transfer learning only).
        save_path: Path to save the model being trained (Used only when mode is not 0). Defaults to not saving.
        mode: 0 - Just playing the game.
              1 - Real time learning from human teacher (Rendering should be enabled).
              2 - Transfer learning from model specified in model2.
        render: Boolean, forced rendering when mode = 1
        """

        self.training_history = [[], []]
        self.count = 1
        self.ticks_per_update = 60 * 60  #~60 seconds
        self.save_path = save_path

        model2_bot_num = 0

        self.flags = {
            "render": render or mode == 1,
            "train": mode == 1,
            "transfer": mode == 2
        }

        if self.flags["train"] and self.flags["transfer"]:
            raise Exception("Both train and transfer flags cannot be true.")

        self.info = GameInfo(agent.index, agent.team)
        self.bots = bot_container(agent)
        self.ui = TrainingUI(self.bots)
        self.model = ModelBox(self.bots.num_bots(), agent.index, agent.team)
        self.controls = SimpleControllerState()

        self.reader = None
        if self.flags["train"] or self.flags["transfer"]:
            from keyboard_interface import reader
            self.reader = reader
            self.reader.set_bot_num(self.bots.num_bots())

        if model1_path != None:
            self.model.load(model1_path)

        if self.flags["transfer"]:
            self.model2 = ModelBox(model2_bot_num, agent.index, agent.team)
            if model2_path != None:
                self.model2.load(model2_path)
        self.paused = True
Пример #7
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 def initialize_agent(self):
     self.info = GameInfo(self.index, self.team, self.get_field_info())
     self.controls = SimpleControllerState()
     self.phase = None
     self.targets = []
     self.guides = []
     self.active_pads = []
     self.plan_pads = []
Пример #8
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    def initialize_agent(self):
        self.model = self.get_model()
        self.input_formatter = self.create_input_formatter()
        self.output_formatter = self.create_output_formatter()
        self.model.load_state_dict(self.torch.load(self.get_file_path()))

        # initialize kickoff
        self.info = GameInfo(self.index, self.team, self.get_field_info())
Пример #9
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class Paul(BaseAgent):
    def initialize_agent(self):
        #self.gui = GUI() #Paul has a nice GUI that allows for drawing paths, creating and moving/editing events
        self.info = GameInfo(self.index, self.team)
        team = 0
        if self.team == 1:
            team = -1
        else:
            team = 1
        self.action_state = ''
        self.frames = 0
        self.yeet_start = time.time()
        self.yeet_kick_off = KickoffAgent('eat ass', self.info.team,
                                          self.info.index)
        self.last_frame = False
        self.flip_idx = 0
        self.lock = threading.Lock()
        self.fps = 60
        self.jump_frames = 0
        self.kick = True
        self.car_locations = [
            Queue(maxsize=4),
            Queue(maxsize=4),
            Queue(maxsize=4),
            Queue(maxsize=4),
            Queue(maxsize=4),
            Queue(maxsize=4)
        ]
        #self.orange_kickoff_hierarchy = [[2048, -2560, 0], [-2048, -2560, 0], [256, -3840, 0], [-256, -3840, 0]]
    def get_output(self, packet):
        self.info.read_packet(packet)
        game = self.convert_packet_to_v3(
            packet
        )  #Paul is a V3 Bot, a rework of preprocessing would be needed to re-optimize it
        self.frames = self.frames + 1
        self.renderer.begin_rendering()
        self.renderer.draw_string_2d(50, 50, 5, 5,
                                     str(time.time() - self.yeet_start),
                                     self.renderer.red())
        self.renderer.end_rendering()
        self.fps = self.frames / (time.time() - self.yeet_start)
        output = Bot.Process(self, game, packet, self.info, self.lock)
        controls = self.convert_output_to_v4(output)
        if (packet.game_info.is_kickoff_pause):
            controls = self.yeet_kick_off.get_output(
                packet, self.frames / (time.time() - self.yeet_start))
            self.last_frame = True

            return controls
        else:
            self.kick = True
            self.yeet_kick_off = KickoffAgent('eat ass', self.info.team,
                                              self.info.index)

        return controls

    def is_hot_reload_enabled(self):
        return False
Пример #10
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class Agent(BaseAgent):

    def __init__(self, name, team, index):
        self.info = GameInfo(index, team)
        self.controls = SimpleControllerState()
        self.action = None
        self.counter = 0

    def get_output(self, packet: GameTickPacket) -> SimpleControllerState:
        self.info.read_packet(packet)

        if self.action == None or self.action.finished or self.counter == 400:
            target_pos = vec3(
                random.uniform(-3000, 3000),
                random.uniform(-2000, 2000),
                25
            )

            target_speed = random.uniform(500, 2000)

            self.action = Drive(self.info.my_car, target_pos, target_speed)

            self.counter = 0

        r = 200
        self.renderer.begin_rendering()
        purple = self.renderer.create_color(255, 230, 30, 230)

        self.renderer.draw_line_3d(self.action.target_pos - r * vec3(1, 0, 0),
                                   self.action.target_pos + r * vec3(1, 0, 0),
                                   purple)

        self.renderer.draw_line_3d(self.action.target_pos - r * vec3(0, 1, 0),
                                   self.action.target_pos + r * vec3(0, 1, 0),
                                   purple)

        self.renderer.draw_line_3d(self.action.target_pos - r * vec3(0, 0, 1),
                                   self.action.target_pos + r * vec3(0, 0, 1),
                                   purple)
        self.renderer.end_rendering()



        if controller.L1:
            self.controls = controller.get_output()
        else:
            self.counter += 1
            if (self.counter % 10) == 0:
                print(f"current speed: {norm(self.info.my_car.vel):4.4f}, \
                        desired speed: {self.action.target_speed:4.4f}")

            self.action.step(0.01666)
            self.controls = self.action.controls



        return self.controls
Пример #11
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 def update(self,
            master=None,
            agent=None,
            car=None,
            target=None,
            speed=None):
     self.master = master
     self.agent = agent
     self.car = car
     self.target = target
     self.speed = speed
     self.Ginfo = GameInfo(agent.index, agent.team)
Пример #12
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    def __init__(self, name, team, index):
        self.index = index
        self.info = GameInfo(index, team)
        self.controls = SimpleControllerState()

        self.skip = False
        self.timer = 0.0
        self.action = None
        self.car_predictions = []
        self.ball_predictions = []

        self.csign = 1;
        self.bsign = 1;
Пример #13
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class ATBA(BaseAgent):
    def initialize_agent(self):
        self.info = GameInfo(self.index, self.team)

    def get_output(self, packet: GameTickPacket) -> SimpleControllerState:
        return SimpleControllerState()

    def atba_fast(self, packet: GameTickPacket) -> SimpleControllerState:
        self.info.read_packet(packet)
        return self.drive_controls(self.info.ball.pos, target_speed=Speed.fast)

    def atba_normal(self, packet: GameTickPacket) -> SimpleControllerState:
        self.info.read_packet(packet)
        return self.drive_controls(self.info.ball.pos, target_speed=Speed.normal)

    def atba_slow(self, packet: GameTickPacket) -> SimpleControllerState:
        self.info.read_packet(packet)
        return self.drive_controls(self.info.ball.pos, target_speed=Speed.slow)

    def atba_wait(self, packet: GameTickPacket) -> SimpleControllerState:
        self.info.read_packet(packet)
        return self.drive_controls(self.info.ball.pos, target_speed=Speed.stop)

    def drive_controls(self, target, target_speed):
        self.action = self.action = Drive(self.info.my_car, target_pos = target, target_speed=target_speed)
        self.action.step(1/60)
        return self.action.controls
Пример #14
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 def __init__(self,
              master=None,
              agent=None,
              car=None,
              target=None,
              speed=None):
     self.name = 'RECOVER'
     self.master = master
     self.agent = agent
     self.car = car
     self.target = target
     self.speed = speed
     self.controls = SimpleControllerState()
     self.expired = False
     self.Ginfo = GameInfo(agent.index, agent.team)
Пример #15
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class KickoffAgent():
    def __init__(self, name, team, index):
        #This runs once before the bot starts up
        self.controller_state = SimpleControllerState()
        self.info = GameInfo(index, team)
        self.state = 'init'
        self.team = team

    def get_output(self, packet: GameTickPacket, fps) -> SimpleControllerState:

        self.info.read_packet(packet)
        if (self.state == 'init'):
            self.hit = Kickoff(info=self.info, fps=fps)
            self.state = 'run'
        #creating a basis for the field
        return self.hit.execute(self.info, fps).to_simple_controller_state()
Пример #16
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class Snek(BaseAgent):
    def __init__(self, name, team, index):
        super().__init__(name, team, index)
        self.info = GameInfo(index, team)
        self.last_turn = 0
        self.controls = SimpleControllerState()
        self.controls.throttle = 1
        self.controls.boost = 1

    def get_output(self, packet: GameTickPacket) -> SimpleControllerState:
        self.info.read_packet(packet)

        halfpi = math.pi / 2
        car = self.info.my_car
        ball = self.info.ball
        delta_local = dot(ball.pos - car.pos, car.theta)
        ang = math.atan2(delta_local[1], delta_local[0])

        car_state = CarState(boost_amount=100)

        if ang > math.pi / 2 and self.last_turn + TURN_COOLDOWN < time.time():
            self.last_turn = time.time()
            m = axis_rotation(vec3(0, 0, halfpi))
            nvel = dot(m, car.vel)
            nyaw = packet.game_cars[self.index].physics.rotation.yaw + halfpi
            car_state.physics = Physics(velocity=Vector3(
                nvel[0], nvel[1], nvel[2]),
                                        rotation=Rotator(pitch=0,
                                                         roll=0,
                                                         yaw=nyaw))

        if -ang > math.pi / 2 and self.last_turn + TURN_COOLDOWN < time.time():
            self.last_turn = time.time()
            m = axis_rotation(vec3(0, 0, -halfpi))
            nvel = dot(m, car.vel)
            nyaw = packet.game_cars[self.index].physics.rotation.yaw - halfpi
            car_state.physics = Physics(velocity=Vector3(
                nvel[0], nvel[1], nvel[2]),
                                        rotation=Rotator(pitch=0,
                                                         roll=0,
                                                         yaw=nyaw))

        game_state = GameState(cars={self.index: car_state})
        self.set_game_state(game_state)

        return self.controls
Пример #17
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 def __init__(self, name, team, index):
     super().__init__(name, team, index)
     self.controls = SimpleControllerState()
     self.info = GameInfo(self.index, self.team)
     self.t_index = 0
     self.standby_position = vec3(0, 0, 300)
     self.direction = vec3(0, 0, 1)
     self.state = self.KICKOFF
     self.shoot_time = 0
     self.last_pos = self.standby_position
     self.last_elapsed_seconds = 0
     self.kickoff_timer_edge = False
     self.ball_moved = False
     self.next_is_super = False
     self.doing_super = False
     self.hit_pos = vec3(0, 0, 0)
     self.standby_initiated = False
Пример #18
0
    def __init__(self, name, team, index):
        super().__init__(name, team, index)

        from steps.step_handler import StepHandler
        from utils.quick_chat_handler import QuickChatHandler

        self.quick_chat_handler: QuickChatHandler = QuickChatHandler(self)
        self.step_handler: StepHandler = StepHandler(self)
        self.game_info: GameInfo = GameInfo(self.index, self.team)
Пример #19
0
class recover():
    def __init__(self,
                 master=None,
                 agent=None,
                 car=None,
                 target=None,
                 speed=None):
        self.name = 'RECOVER'
        self.master = master
        self.agent = agent
        self.car = car
        self.target = target
        self.speed = speed
        self.controls = SimpleControllerState()
        self.expired = False
        self.Ginfo = GameInfo(agent.index, agent.team)

    def update(self,
               master=None,
               agent=None,
               car=None,
               target=None,
               speed=None):
        self.master = master
        self.agent = agent
        self.car = car
        self.target = target
        self.speed = speed
        self.Ginfo = GameInfo(agent.index, agent.team)

    def available(self):
        return not self.car.has_wheel_contact

    def step(self, tick):
        self.Ginfo.read_packet(self.agent.packet)
        action = AerialTurn(self.Ginfo.my_car)
        action.step(tick)
        action.controls.throttle = 1

        self.expired = action.finished
        self.expired = self.car.has_wheel_contact

        return action.controls
Пример #20
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class BaseTestAgent(BaseAgent):
    def __init__(self, name, team, index):
        super(BaseTestAgent, self).__init__(name, team, index)
        self.action = self.create_action()
        self.info = GameInfo(index, team)

    def get_output(self,
                   game_tick_packet: GameTickPacket) -> SimpleControllerState:
        self.info.read_packet(game_tick_packet)
        self.test_process(game_tick_packet)
        return self.action.get_output(self.info)

    def create_action(self) -> BaseAction:
        raise NotImplementedError

    def test_process(self, game_tick_packet: GameTickPacket):
        raise NotImplementedError

    def initialize_agent(self):
        raise NotImplementedError
Пример #21
0
class TorusChoreography(Choreography):
    def __init__(self, game_interface: GameInterface):
        super().__init__()
        self.game_interface = game_interface

        self.game_info = GameInfo(0, 0)
        self.renderer = self.game_interface.renderer
        self.drones_per_ring = 8

    def pre_step(self, packet: GameTickPacket, drones: List[Drone]):
        self.game_info.read_packet(packet)

    @staticmethod
    def get_num_bots():
        return 48

    def generate_sequence(self, drones):
        self.sequence.clear()

        if len(drones) == 0:
            return

        pause_time = 0.2

        self.sequence.append(HideBall())
        self.sequence.append(LetAllCarsSpawn(self.get_num_bots()))
        self.sequence.append(
            BlindBehaviorStep(SimpleControllerState(), pause_time))

        num_rings = len(drones) // self.drones_per_ring
        torus_period = 2 * math.pi / TORUS_RATE
        self.sequence.append(
            SubGroupOrchestrator(group_list=[
                TorusSubChoreography(
                    self.game_interface, self.game_info, -i * torus_period /
                    num_rings, drones[i * self.drones_per_ring:(i + 1) *
                                      self.drones_per_ring], 0)
                for i in range(0, num_rings)
            ]))
Пример #22
0
    def tick(self, packet: GameTickPacket) -> StepResult:

        if self.game_info is None:
            self.game_info = GameInfo(self.index,
                                      packet.game_cars[self.index].team)
        self.game_info.read_packet(packet)

        if self.aerial is None:
            self.aerial = Aerial(
                self.game_info.my_car,
                vec3(self.target.x, self.target.y, self.target.z),
                self.arrival_time)

        self.aerial.step(SECONDS_PER_TICK)
        controls = SimpleControllerState()
        controls.boost = self.aerial.controls.boost
        controls.pitch = self.aerial.controls.pitch
        controls.yaw = self.aerial.controls.yaw
        controls.roll = self.aerial.controls.roll
        controls.jump = self.aerial.controls.jump

        return StepResult(controls,
                          packet.game_info.seconds_elapsed > self.arrival_time)
Пример #23
0
class AerialStep(Step):
    """
    This uses the Aerial controller provided by RLUtilities. Thanks chip!
    It will take care of jumping off the ground and flying toward the target.
    This will only work properly if you call tick repeatedly on the same instance.
    """
    def __init__(self, target: Vec3, arrival_time: float, index: int):
        self.index = index
        self.aerial: Aerial = None
        self.game_info: GameInfo = None
        self.target = target
        self.arrival_time = arrival_time

    def tick(self, packet: GameTickPacket) -> StepResult:

        if self.game_info is None:
            self.game_info = GameInfo(self.index,
                                      packet.game_cars[self.index].team)
        self.game_info.read_packet(packet)

        if self.aerial is None:
            self.aerial = Aerial(
                self.game_info.my_car,
                vec3(self.target.x, self.target.y, self.target.z),
                self.arrival_time)

        self.aerial.step(SECONDS_PER_TICK)
        controls = SimpleControllerState()
        controls.boost = self.aerial.controls.boost
        controls.pitch = self.aerial.controls.pitch
        controls.yaw = self.aerial.controls.yaw
        controls.roll = self.aerial.controls.roll
        controls.jump = self.aerial.controls.jump

        return StepResult(controls,
                          packet.game_info.seconds_elapsed > self.arrival_time)
Пример #24
0
    def initialize_agent(self):
        self.info: GameInfo = GameInfo(self.index, self.team)
        self.controls: SimpleControllerState = SimpleControllerState()
        self.maneuver: Maneuver = None

        self.time = 0
        self.prev_time = 0
        self.last_touch_time = 0
        self.reset_time = 0
        self.ticks = 0

        self.draw: DrawingTool = DrawingTool(self.renderer)

        self.strategy = SoccarStrategy(self.info)

        # variables related to quick chats
        self.chat = QuickChatTool(self)
        self.last_ball_vel = 0
        self.said_gg = False
        self.last_time_said_all_yours = 0
        self.num_of_our_goals_reacted_to = 0
        self.num_of_their_goals_reacted_to = 0
Пример #25
0
 def __init__(self, name, team, index):
     super(BaseTestAgent, self).__init__(name, team, index)
     self.action = self.create_action()
     self.info = GameInfo(index, team)
Пример #26
0
class Agent(BaseAgent):
    def __init__(self, name, team, index):
        self.index = index
        self.info = GameInfo(index, team)
        self.controls = SimpleControllerState()

        self.timer = 0.0
        self.action = None

    def get_output(self, packet: GameTickPacket) -> SimpleControllerState:
        self.info.read_packet(packet)
        self.controls = SimpleControllerState()

        if self.timer < 0.05:

            position = Vector3(random.uniform(-4000, 4000),
                               random.uniform(-3000, 3000),
                               random.uniform(500, 2000))

            velocity = Vector3(random.uniform(-1500, 1500),
                               random.uniform(-1500, 1500),
                               random.uniform(-1000, -500))

            rotation = Rotator(random.uniform(-1.5, 1.5),
                               random.uniform(-1.5, 1.5),
                               random.uniform(-1.5, 1.5))

            angular_velocity = Vector3(random.uniform(-3.0, 3.0),
                                       random.uniform(-3.0, 3.0),
                                       random.uniform(-3.0, 3.0))

            car_state = CarState(
                physics=Physics(location=position,
                                velocity=velocity,
                                rotation=rotation,
                                angular_velocity=angular_velocity))

            self.set_game_state(GameState(cars={self.index: car_state}))

        if self.timer > 0.10:

            if self.action == None:
                self.action = AerialTurn(self.info.my_car)

            self.renderer.begin_rendering()
            red = self.renderer.create_color(255, 255, 30, 30)
            self.renderer.draw_polyline_3d(self.action.trajectory, red)
            self.renderer.end_rendering()

            self.action.step(1.0 / 60.0)
            self.controls = self.action.controls

            self.timer += 1.0 / 60.0
            if self.action.finished or self.timer > 5.0:
                print("target:\n", self.action.target)
                print("theta:\n", self.action.car.theta)
                print()
                self.timer = 0.0
                self.action = None

        self.timer += 1.0 / 60.0
        return self.controls
Пример #27
0
class BallPredictor:
    def __init__(self, index, team):
        self.index = index
        self.mass_car = 2.4
        self.mass_ball = 4.5
        self.car = CarModel(index)
        self.info = GameInfo(index, team)

    def update(packet):
        self.info.read_packet(packet)
        self.car.update(packet)

    def get_path( time, dt ):
        path = []
        t, path1, path2=self.will_hit( ball, self.car, time )
        newvel = self.predict_ball(ball, self.car)
        ball = Ball( self.info.ball )
        swapped = False
        for i in range(int(time/dt)):
            ball.step(dt)
            path.append(vec3(ball.pos))
            if i > t and not swapped:
                ball.vel = vec3(newvel[0].item(), newvel[1].item(), newvel[2].item())
                swapped = True
        return path

    def get_step( self, p1, p2 ):
        #Really bad Approximation
        distance = self.distance( p1, p2 )
        slopes = (p2 - p1)/distance
        return slopes

    def get_impact_point( self, loc ):
        step = self.get_step( self.car_pos, loc )
        current = self.car_pos
        while self.point_in_car( current ):
            current = current + step
        return current

    def point_in_car( self, point ):
        point = point - self.car_pos
        point = self.rotate_axis(point, -self.car_rot[0], 0)
        point = self.rotate_axis(point, -self.car_rot[1], 1)
        point = self.rotate_axis(point, -self.car_rot[2], 2)
        between = []
        for i in range(3):
            between.append( -self.car_dims[i].item()/2 < point[i].item() and point[i].item() < self.car_dims[i].item()/2 )
        return between[0] and between[1] and between[2]

    def rotate_axis( self, x, rotation, axis ):

        x = x.unsqueeze(0)
        if axis == 0:
            r_x = rotation
            R_x = np.array([[1, 0, 0],
                                [0, r_x.cos(), -1*r_x.sin()],
                                [0, r_x.sin(), r_x.cos()]])
            x = np.dot( x, R_x )

        if axis == 1:
            r_y = rotation
            R_y = np.array([[r_y.cos(), 0, r_y.sin()],
                                [0, 1, 0],
                                [-1*r_y.sin(), 0, r_y.cos()]])
            x = np.dot(x, R_y)

        if axis == 2:
            r_z = rotation
            R_z = np.array([[r_z.cos(), -1*r_z.sin(), 0],
                                [r_z.sin(), r_z.cos(), 0],
                                [0, 0, 1]])
            x = np.dot(x, R_z)
        return x[0]

    def distance( self, p1, p2 ):
        return np.sum( (p1 - p2)**2 )**0.5

    def predict_ball(self, ball_info, player_info):

        ball_pos, ball_vel, ball_avel = self.parse_ball_info( ball_info )
        self.car_pos, self.car_vel, self.car_rot, self.car_avel = player_info.pos, player_info.vel, player_info.rot, player_info.avel

        impact_pos = self.get_impact_point( ball_pos )

        impact_step_dir = self.get_step( impact_pos, ball_pos )

        # This will not be accurate at all!
        magnitude = self.distance(self.car_vel * self.mass_car, ball_vel * self.mass_ball)
        J = impact_step_dir * magnitude
        # This will be more accurate
        J_final = J #+ self.impulse_correction

        return ball_vel + J_final/self.mass_ball

    def parse_ball_info(self, ball):
        ball_pos = np.array([ball.pos[0],
                                 ball.pos[1],
                                 ball.pos[2]])
        ball_vel = np.array([ball.vel[0],
                                 ball.vel[1],
                                 ball.vel[2]])
        ball_avel = np.array([ball.omega[0],
                                  ball.omega[1],
                                  ball.omega[2]])
        return ball_pos, ball_vel, ball_avel
Пример #28
0
 def __init__(self, index, team):
     self.index = index
     self.mass_car = 2.4
     self.mass_ball = 4.5
     self.car = CarModel(index)
     self.info = GameInfo(index, team)
Пример #29
0
 def __init__(self, name, team, index):
     #This runs once before the bot starts up
     self.controller_state = SimpleControllerState()
     self.info = GameInfo(index, team)
     self.state = 'init'
     self.team = team
Пример #30
0
class Agent(BaseAgent):
    def __init__(self, name, team, index):
        self.index = index
        self.info = GameInfo(index, team)
        self.controls = SimpleControllerState()

        self.timer = 0.0
        self.timeout = 3.0

        self.action = None
        self.state = State.RESET

    def get_output(self, packet: GameTickPacket) -> SimpleControllerState:
        self.info.read_packet(packet)
        self.controls = SimpleControllerState()

        next_state = self.state

        if self.state == State.RESET:

            self.timer = 0.0

            # put the car in the middle of the field
            car_state = CarState(
                physics=Physics(location=Vector3(0, 0, 20),
                                velocity=Vector3(1000, 0, 0),
                                rotation=Rotator(0, 0, 0),
                                angular_velocity=Vector3(0, 0, 0)))

            # put the ball somewhere out of the way
            ball_state = BallState(
                physics=Physics(location=Vector3(0, -3000, 100),
                                velocity=Vector3(0, 0, 0),
                                rotation=Rotator(0, 0, 0),
                                angular_velocity=Vector3(0, 0, 0)))

            self.set_game_state(
                GameState(ball=ball_state, cars={self.index: car_state}))

            next_state = State.WAIT

        if self.state == State.WAIT:

            if self.timer > 0.2:
                next_state = State.INITIALIZE

        if self.state == State.INITIALIZE:

            self.action = HalfFlip(self.info.my_car)

            next_state = State.RUNNING

        if self.state == State.RUNNING:

            self.action.step(0.01666)
            self.controls = self.action.controls

            if self.timer > self.timeout:
                next_state = State.RESET

        self.timer += 0.01666
        self.state = next_state

        return self.controls