Пример #1
0
    def utility(self, bot):
        ball_soon = predict.ball_predict(bot, 1)

        arena_length2 = bot.info.team_sign * FIELD_LENGTH / 2
        own_half_01 = clip01(remap(arena_length2, -arena_length2, 0.0, 1.1, ball_soon.pos[Y]))

        reachable_ball = predict.ball_predict(bot, predict.time_till_reach_ball(bot.info.my_car, bot.info.ball))
        self.ball_to_goal_right = bot.info.enemy_goal_right - reachable_ball.pos
        self.ball_to_goal_left = bot.info.enemy_goal_left - reachable_ball.pos
        self.aim_cone = AimCone(self.ball_to_goal_right, self.ball_to_goal_left)
        car_to_ball = reachable_ball.pos - bot.info.my_car.pos
        in_position = self.aim_cone.contains_direction(car_to_ball)

        return clip01(own_half_01 + 0.1 * in_position)
Пример #2
0
    def utility(self, bot):
        team_sign = bot.info.team_sign

        length = team_sign * FIELD_LENGTH / 2
        ball_own_half_01 = clip01(remap(-length, length, -0.2, 1.2, bot.info.ball.pos[Y]))

        reachable_ball = predict.ball_predict(bot, predict.time_till_reach_ball(bot.info.my_car, bot.info.ball))
        car_to_ball = reachable_ball.pos - bot.info.my_car.pos
        in_position = self.aim_cone.contains_direction(car_to_ball, math.pi / 8)

        return ball_own_half_01 * in_position
Пример #3
0
    def execute(self, bot):

        car = bot.info.my_car
        ball = bot.info.ball

        hits_goal_prediction = predict.will_ball_hit_goal(bot)
        reach_time = clip(predict.time_till_reach_ball(car, ball), 0, hits_goal_prediction.time - 0.5)
        reachable_ball = predict.ball_predict(bot, reach_time)
        self.ball_to_goal_right = self.own_goal_right - reachable_ball.pos
        self.ball_to_goal_left = self.own_goal_left - reachable_ball.pos
        self.aim_cone = AimCone(self.ball_to_goal_left, self.ball_to_goal_right)

        self.aim_cone.draw(bot, reachable_ball.pos, r=200, g=0, b=160)

        shoot_controls = bot.shoot.with_aiming(bot, self.aim_cone, reach_time)

        if not bot.shoot.can_shoot:
            # Go home
            bot.controls = bot.drive.go_home(bot)
        else:
            bot.controls = shoot_controls
Пример #4
0
    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

        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)

                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:
                        bot.plan = SmallJumpPlan(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):

                # 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):
                    bot.drive.start_dodge()

                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=True,
                    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):
                    bot.drive.start_dodge()

                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=True,
                    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