Пример #1
0
    def __init__(self, car: Car, info: GameInfo, face_target: vec3,
                 distance_from_target: float):
        super().__init__(car)

        self.info = info
        self.face_target = face_target

        dist = min(distance_from_target,
                   ground_distance(face_target, self.info.my_goal.center) - 50)
        target_pos = ground(face_target) + ground_direction(
            face_target, self.info.my_goal.center) * dist

        near_goal = ground_distance(car, info.my_goal.center) < 3000
        side_shift = 400 if near_goal else 2500
        points = [
            target_pos + vec3(side_shift, 0, 0),
            target_pos - vec3(side_shift, 0, 0)
        ]
        target_pos = nearest_point(face_target,
                                   points) if near_goal else farthest_point(
                                       face_target, points)
        target_pos = Arena.clamp(target_pos, 500)

        self.travel = Travel(car, target_pos)
        self.travel.finish_distance = 800 if near_goal else 1500
        self.drive = Drive(car)
        self.stop = Stop(car)

        self.start_time = car.time

        self.pad = None
Пример #2
0
    def __init__(self, car: Car, target: vec3 = vec3(0, 0, 0), waste_boost=False):
        super().__init__(car)

        self.target = Arena.clamp(ground(target), 100)
        self.waste_boost = waste_boost
        self.finish_distance = 500

        self._time_on_ground = 0
        self.driving = True

        # decide whether to start driving backwards and halfflip later
        forward_estimate = estimate_time(car, self.target)
        backwards_estimate = estimate_time(car, self.target, -1) + 0.5
        backwards = (
                dot(car.velocity, car.forward()) < 500
                and backwards_estimate < forward_estimate
                and (distance(car, self.target) > 3000 or distance(car, self.target) < 300)
                and car.position[2] < 200
        )

        self.drive = Drive(car, self.target, 2300, backwards)
        self.action = self.drive
Пример #3
0
    def __init__(self,
                 car: Car,
                 info: GameInfo,
                 face_target: vec3,
                 distance_from_target: float,
                 force_nearest=False):
        super().__init__(car)

        self.info = info
        self.face_target = face_target

        dist = min(distance_from_target,
                   ground_distance(face_target, self.info.my_goal.center) - 50)
        target_pos = ground(face_target) + ground_direction(
            face_target, self.info.my_goal.center) * dist

        near_goal = abs(car.position[1] - info.my_goal.center[1]) < 3000
        side_shift = 400 if near_goal else 1800
        points = target_pos + vec3(side_shift, 0, 0), target_pos - vec3(
            side_shift, 0, 0)
        if abs(self.car.position.x) > 3000:
            force_nearest = True
        target_pos = nearest_point(
            face_target,
            points) if near_goal or force_nearest else farthest_point(
                face_target, points)
        if abs(face_target[0]) < 1000 or ground_distance(car,
                                                         face_target) < 1000:
            target_pos = nearest_point(car.position, points)
        target_pos = Arena.clamp(target_pos, 500)

        self.travel = Travel(car, target_pos)
        self.travel.finish_distance = 800 if near_goal else 1500
        self.drive = Drive(car)
        self.stop = Stop(car)

        self.start_time = car.time

        self.pad = None
Пример #4
0
    def step(self, dt):
        target = self.target_pos

        # don't try driving outside the arena
        target = Arena.clamp(target, 100)

        # smoothly escape goal
        if abs(self.car.position[1]) > Arena.size[1] - 50 and abs(
                self.car.position.x) < 1000:
            target = Arena.clamp(target, 200)
            target[0] = abs_clamp(target[0], 700)

        if not self.drive_on_walls:
            seam_radius = 100 if abs(
                self.car.position[1]) > Arena.size[1] - 100 else 200
            if self.car.position[2] > seam_radius:
                target = ground(self.car)

        local_target = local(self.car, target)

        if self.backwards:
            local_target[0] *= -1
            local_target[1] *= -1

        # steering
        phi = math.atan2(local_target[1], local_target[0])
        self.controls.steer = clamp11(3.0 * phi)

        # powersliding
        self.controls.handbrake = 0
        if (abs(phi) > 1.5 and self.car.position[2] < 300
                and (ground_distance(self.car, target) < 3500
                     or abs(self.car.position[0]) > 3500) and
                dot(normalize(self.car.velocity), self.car.forward()) > 0.85):
            self.controls.handbrake = 1

        # forward velocity
        vf = dot(self.car.velocity, self.car.forward())
        if self.backwards:
            vf *= -1

        # speed controller
        if vf < self.target_speed:
            self.controls.throttle = 1.0
            if self.target_speed > 1400 and vf < 2250 and self.target_speed - vf > 50:
                self.controls.boost = 1
            else:
                self.controls.boost = 0
        else:
            if (vf - self.target_speed) > 400:  # 75
                self.controls.throttle = -1.0
            elif (vf - self.target_speed) > 100:
                if self.car.up()[2] > 0.85:
                    self.controls.throttle = 0.0
                else:
                    self.controls.throttle = 0.01
            self.controls.boost = 0

        # backwards driving
        if self.backwards:
            self.controls.throttle *= -1
            self.controls.steer *= -1
            self.controls.boost = 0
            self.controls.handbrake = 0

        # don't boost if not facing target
        if abs(phi) > 0.3:
            self.controls.boost = 0

        # finish when close
        if distance(self.car, self.target_pos) < 100:
            self.finished = True