def init_kick_off(agent): if abs(agent.info.my_car.pos[0]) < 250: pad = get_closest_small_pad(agent) target = vec3(pad.pos[0], pad.pos[1], pad.pos[2]) - sign(agent.team) * vec3(0, 500, 0) agent.drive = Drive(agent.info.my_car, target, 2400) agent.kickoffStart = "Center" elif abs(agent.info.my_car.pos[0]) < 1000: target = agent.info.ball.pos agent.drive = Drive(agent.info.my_car, target, 2400) agent.kickoffStart = "offCenter" else: if random.choice([True, False]): pad = get_closest_small_pad(agent) vec3_pad = vec3(pad.pos[0], pad.pos[1], pad.pos[2]) car_to_pad = vec3_pad - agent.info.my_car.pos target = agent.info.my_car.pos + 1 * car_to_pad agent.drive = Drive(agent.info.my_car, target, 2300) agent.kickoffStart = "Diagonal_Scrub" else: target = agent.info.ball.pos agent.drive = Drive(agent.info.my_car, target, 2400) agent.kickoffStart = "Diagonal" agent.step = "Drive" agent.drive.step(agent.FPS) agent.controls = agent.drive.controls
def execute(self, bot): bot.renderer.draw_string_3d(bot.info.my_car.pos, 1, 1, "Aerial", bot.renderer.red()) self.aerial = Aerial(bot.info.my_car, vec3(0, 0, 0), 0) ball = DropshotBall(bot.info.ball) for i in range(60): ball.step_ds(0.016666) self.aerial.target = ball.pos self.aerial.t_arrival = ball.t # Check if we can reach it by an aerial if self.aerial.is_viable(): # One more step ball.step_ds(0.016666) self.aerial.target = ball.pos + vec3(0, 0, 15) self.aerial.t_arrival = ball.t break if self.aerial.is_viable(): bot.plan = AerialPlan(bot.info.my_car, self.aerial.target, self.aerial.t_arrival) self.drive = Drive(bot.info.my_car, bot.info.ball.pos, 2300) self.drive.step(0.016666) bot.controls = self.drive.controls
def __init__(self, bot): self.is_dribbling = False self.flick_timer = 0 # Constants self.drive = Drive(None, None, 0) self.extra_utility_bias = 0.2 self.wait_before_flick = 0.18 self.flick_init_jump_duration = 0.07 self.required_distance_to_ball_for_flick = 180 self.offset_bias = 35
def set_mechanics(self): if self.drive is None: self.drive = Drive(self.info.my_car, self.info.ball.pos, 1399) if self.catching is None: self.catching = Catching(self.info.my_car, self.info.ball.pos, 1399) if self.recovery is None: self.recovery = AerialTurn(self.info.my_car) if self.dodge is None: self.dodge = AirDodge(self.info.my_car, 0.25, self.info.ball.pos) if self.dribble is None: self.dribble = Dribbling(self.info.my_car, self.info.ball, self.info.their_goal)
def shooting(agent): agent.drive.step(agent.FPS) agent.controls = agent.drive.controls powerslide(agent) target = shooting_target(agent) agent.drive.target_pos = target agent.drive.target_speed = get_speed(agent, target) if should_dodge(agent): agent.step = "Dodge" agent.dodge = AirDodge(agent.info.my_car, 0.1, agent.info.ball.pos) elif not (abs(agent.info.ball.vel[2]) < 100 and sign(agent.team) * agent.info.ball.vel[1] < 0): agent.step = "Catching" agent.drive = Drive(agent.info.my_car, agent.info.ball.pos, 1399)
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
def get_output(self, info: GameInfo) -> SimpleControllerState: car = info.my_car boost_pad = closest_available_boost(car.pos, info.boost_pads) if boost_pad is None: # All boost pads are inactive. return self.controls self.action = Drive(car, boost_pad.pos, 2310) self.action.step(0.01666) self.controls = self.action.controls return self.controls
def prepare_kickoff(self, packet: GameTickPacket) -> None: bot_pos = Vector3(packet.game_cars[self.agent.index].physics.location) # Centre kickoff if abs(bot_pos.x) < 250: pad = self.get_closest_small_pad(bot_pos).location first_target: vec3 = vec3( pad.x, pad.y, pad.z) - vec3(0, 250, 0) * (1 if self.agent.team else -1) second_target: vec3 = vec3(0, 850, 0) * (1 if self.agent.team else -1) self.kickoff_steps = [ Drive(self.agent.game_info.my_car, first_target, 2400), AirDodge(self.agent.game_info.my_car, 0.075, vec3(0, 0, 0)), Drive(self.agent.game_info.my_car, second_target, 2400), AirDodge(self.agent.game_info.my_car, 0.075, vec3(0, 0, 0)) ] # Off-centre kickoff elif abs(bot_pos.x) < 1000: target: vec3 = normalize(self.agent.game_info.my_car.pos) * 500 self.kickoff_steps = [ Drive( self.agent.game_info.my_car, vec3(self.agent.game_info.my_car.pos[0], 3477 * (1 if self.agent.team else -1), 0), 2400), AirDodge(self.agent.game_info.my_car, 0.075, vec3(0, 0, 0)), Drive(self.agent.game_info.my_car, target, 2400), AirDodge(self.agent.game_info.my_car, 0.075, vec3(0, 0, 0)) ] # Diagonal kickoff else: pad = self.get_closest_small_pad(bot_pos).location car_to_pad: vec3 = vec3(pad.x, pad.y, pad.z) - self.agent.game_info.my_car.pos first_target: vec3 = self.agent.game_info.my_car.pos + 1.425 * car_to_pad second_target: vec3 = vec3(0, 150, 0) * (1 if self.agent.team else -1) third_target: vec3 = normalize( self.agent.game_info.my_car.pos) * 850 self.kickoff_steps = [ Drive(self.agent.game_info.my_car, first_target, 2300), AirDodge(self.agent.game_info.my_car, 0.035, second_target), Drive(self.agent.game_info.my_car, third_target, 2400), AirDodge(self.agent.game_info.my_car, 0.1, vec3(0, 0, 0)) ]
def kick_off(agent): if agent.kickoffStart == "Diagonal_Scrub": if agent.step == "Drive": agent.drive.step(agent.FPS) agent.controls = agent.drive.controls if agent.drive.finished: agent.step = "Dodge1" # target = agent.info.ball.pos target = normalize(z0(agent.info.my_car.forward())) * 1000 agent.dodge = AirDodge(agent.info.my_car, 0.075, target) elif agent.step == "Dodge1": agent.dodge.step(agent.FPS) agent.controls = agent.dodge.controls if agent.dodge.finished: agent.step = "Steer" target = agent.info.ball.pos agent.drive = Drive(agent.info.my_car, target, 1399) elif agent.step == "Steer": agent.drive.step(agent.FPS) agent.controls = agent.drive.controls if agent.info.my_car.on_ground: agent.drive.target_speed = 2400 if distance_2d(agent.info.ball.pos, agent.info.my_car.pos) < 750: agent.step = "Dodge2" agent.dodge = AirDodge(agent.info.my_car, 0.075, agent.info.ball.pos) elif agent.step == "Dodge2": agent.dodge.step(agent.FPS) agent.controls = agent.dodge.controls if agent.dodge.finished and agent.info.my_car.on_ground: agent.step = "Catching" elif agent.kickoffStart == "Diagonal": if agent.step == "Drive": agent.drive.step(agent.FPS) agent.controls = agent.drive.controls if distance_2d(agent.info.ball.pos, agent.info.my_car.pos) < 850: agent.step = "Dodge" agent.dodge = AirDodge(agent.info.my_car, 0.075, agent.info.ball.pos) elif agent.step == "Dodge": agent.dodge.step(agent.FPS) agent.controls = agent.dodge.controls if agent.dodge.finished and agent.info.my_car.on_ground: agent.step = "Catching" elif agent.kickoffStart == "Center": if agent.step == "Drive": agent.drive.step(agent.FPS) agent.controls = agent.drive.controls if agent.drive.finished: agent.step = "Dodge1" agent.dodge = AirDodge(agent.info.my_car, 0.075, agent.info.ball.pos) elif agent.step == "Dodge1": agent.dodge.step(agent.FPS) agent.controls = agent.dodge.controls agent.controls.boost = 0 if agent.dodge.finished and agent.info.my_car.on_ground: agent.step = "Steer" target = agent.info.ball.pos + sign(agent.team) * vec3( 0, 850, 0) agent.drive = Drive(agent.info.my_car, target, 2400) elif agent.step == "Steer": agent.drive.step(agent.FPS) agent.controls = agent.drive.controls if agent.drive.finished: agent.step = "Dodge2" agent.dodge = AirDodge(agent.info.my_car, 0.075, agent.info.ball.pos) elif agent.step == "Dodge2": agent.dodge.step(agent.FPS) agent.controls = agent.dodge.controls if agent.dodge.finished and agent.info.my_car.on_ground: agent.step = "Catching" elif agent.kickoffStart == "offCenter": if agent.step == "Drive": agent.drive.step(agent.FPS) agent.controls = agent.drive.controls if agent.info.my_car.boost < 15 or agent.drive.finished: agent.step = "Dodge1" agent.dodge = AirDodge(agent.info.my_car, 0.075, agent.info.ball.pos) elif agent.step == "Dodge1": agent.dodge.step(agent.FPS) agent.controls = agent.dodge.controls agent.controls.boost = 0 if agent.dodge.finished and agent.info.my_car.on_ground: agent.step = "Steer" target = agent.info.ball.pos agent.drive = Drive(agent.info.my_car, target, 2400) elif agent.step == "Steer": agent.drive.step(agent.FPS) agent.controls = agent.drive.controls if distance_2d(agent.info.ball.pos, agent.info.my_car.pos) < 850: agent.step = "Dodge2" agent.dodge = AirDodge(agent.info.my_car, 0.075, agent.info.ball.pos) elif agent.step == "Dodge2": agent.dodge.step(agent.FPS) agent.controls = agent.dodge.controls if agent.dodge.finished and agent.info.my_car.on_ground: agent.step = "Catching"
def execute(self, bot): bot.renderer.draw_string_3d(bot.info.my_car.pos, 1, 1, "Atba", bot.renderer.white()) drive = Drive(bot.info.my_car, bot.info.ball.pos, 1500) drive.step(0.01666) bot.controls = drive.controls
def set_mechanics(self): if self.drive is None: self.drive = Drive(self.info.my_car, self.info.ball.pos, 1399) if self.dodge is None: self.dodge = AirDodge(self.info.my_car, 0.25, self.info.ball.pos)
def start_shooting(agent): agent.step = "Shooting" target = shooting_target(agent) speed = get_speed(agent, target) agent.drive = Drive(agent.info.my_car, target, speed)
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
def get_output(self, packet): self.info.read_packet(packet) #additional processing not done by RLU self.kickoff_pause = packet.game_info.is_kickoff_pause self.round_active = packet.game_info.is_round_active self.dt = self.info.time - self.last_time self.last_time = self.info.time self.last_touch = packet.game_ball.latest_touch.player_name #trashtalk if packet.game_cars[self.index].score_info.goals == self.goals + 1: self.send_quick_chat(QuickChats.CHAT_EVERYONE, QuickChats.Reactions_Calculated) self.goals = packet.game_cars[self.index].score_info.goals #resets controls each tick self.controls = SimpleControllerState() #choose state if not self.round_active: self.state = None elif not self.state == "kickoff": if self.kickoff_pause: self.kickoff_pos = None self.action = None self.timer = 0.0 self.state = "kickoff" elif not self.info.my_car.on_ground and not isinstance(self.action, AirDodge): self.state = "recovery" self.action = self.action = AerialTurn(self.info.my_car) elif norm(self.info.my_goal.center - self.info.my_car.pos) > norm(self.info.my_goal.center - self.info.ball.pos) + self.def_extra_dist: self.action = None self.target_speed = 2300 self.state = "defence" if self.team == 0: sign = -1 else: sign = 1 #temporary 2v2 for Cow if len(self.info.teammates) > 0: if self.info.ball.pos[1] > 0: self.target = vec3(3000,sign*4000,0) else: self.target = vec3(-3000,sign*4000,0) else: self.target = vec3(0,sign*4000,0) elif self.info.my_car.pos[1] > 5120 or self.info.my_car.pos[1] < -5120: self.target = vec3(0,5000,0) if self.info.my_car.pos[1] > 5120 else vec3(0,-5000,0) self.action = self.action = Drive(self.info.my_car,self.target,1000) self.state = "goal escape" elif self.state == None: self.action = None self.target = None self.target_speed = 2300 self.state = "offence" #kickoff state if self.state == "kickoff": Kickoff.kickoff(self) #exit kickoff state if self.timer >= 2.6 or self.last_touch != '': self.state = None self.action = None #recovery state elif self.state == "recovery": self.action.step(self.dt) self.controls = self.action.controls self.controls.throttle = 1.0 #exit recovery state if self.info.my_car.on_ground == True: self.state = None self.action = None #defence state and offence state elif self.state == "defence" or self.state == "offence": #select target if self.target == None: #large boost if self.info.my_car.boost <= self.low_boost and norm(self.info.my_car.pos - self.info.ball.pos) > self.max_ball_dist: active_pads = [] for pad in self.info.boost_pads: if pad.is_active: active_pads.append(pad) if len(active_pads) != 0: closest_pad = active_pads[0] for pad in active_pads: if norm(pad.pos - self.info.ball.pos) < norm(closest_pad.pos - self.info.ball.pos): closest_pad = pad self.target = closest_pad.pos else: self.target = self.info.ball.pos #ball else: self.target = self.info.ball.pos forward_target = dot(self.target - self.info.my_car.pos, self.info.my_car.theta)[0] right_target = dot(self.target - self.info.my_car.pos, self.info.my_car.theta)[1] angle_to_target = math.atan2(right_target, forward_target) forward_goal = dot(self.info.their_goal.center - self.info.my_car.pos, self.info.my_car.theta)[0] right_goal = dot(self.info.their_goal.center - self.info.my_car.pos, self.info.my_car.theta)[1] angle_to_goal = math.atan2(right_goal, forward_goal) #select maneuver if not isinstance(self.action, AirDodge): #shooting if norm(self.info.ball.pos - self.info.my_car.pos) < self.dodge_dist and (angle_to_target - (math.pi/10.0) <= angle_to_goal <= angle_to_target + (math.pi/10.0)): self.action = AirDodge(self.info.my_car,0.2,self.info.their_goal.center) self.timer = 0.0 #dodging elif (-math.pi/24.0) <= angle_to_target <= (math.pi/24.0) and norm(self.info.my_car.vel) > 700 and norm(self.info.ball.pos - self.info.my_car.pos) > 1000 and not self.state == "defence": self.action = AirDodge(self.info.my_car,0.2,self.target) self.timer = 0.0 #Drive else: self.action = Drive(self.info.my_car,self.target,self.target_speed) #exit AirDodge else: self.timer += self.dt if self.timer >= 0.5: self.action = None #Drive if isinstance(self.action, Drive): speed = norm(self.info.my_car.vel) r = -6.901E-11 * speed**4 + 2.1815E-07 * speed**3 - 5.4437E-06 * speed**2 + 0.12496671 * speed + 157 #handbrake self.drift = False if (math.pi/2.0) <= angle_to_target or angle_to_target <= (-math.pi/2.0): self.drift = True #target speed elif (norm(self.target - (self.info.my_car.pos + dot(self.info.my_car.theta,vec3(0,r,0)))) < r or norm(self.target - (self.info.my_car.pos + dot(self.info.my_car.theta,vec3(0,-r,0)))) < r) and not self.target_speed < self.min_target_s: self.target_speed += -50 self.action = Drive(self.info.my_car,self.target,self.target_speed) elif self.target_speed < 1800: self.target_speed += 50 self.action = Drive(self.info.my_car,self.target,self.target_speed) #maneuver tick if self.action != None: self.action.step(self.dt) self.controls = self.action.controls self.controls.handbrake = self.drift #exit either state if (self.state == "defence" and norm(self.info.my_goal.center - self.info.my_car.pos) < norm(self.info.my_goal.center - self.info.ball.pos)) or (norm(self.target - self.info.my_car.pos) < self.target_range): self.state = None #goal escape state if self.state == "goal escape": self.action.step(self.dt) self.controls = self.action.controls #exit goal escape state if not (self.info.my_car.pos[1] > 5120 or self.info.my_car.pos[1] < -5120): self.state = None self.action = None if 'win32gui' in sys.modules: #finding the size of the Rocket League window def callback(hwnd, win_rect): if "Rocket League" in win32gui.GetWindowText(hwnd): rect = win32gui.GetWindowRect(hwnd) win_rect[0] = rect[0] win_rect[1] = rect[1] win_rect[2] = rect[2] - rect[0] win_rect[3] = rect[3] - rect[1] self.RLwindow = [0] * 4 win32gui.EnumWindows(callback, self.RLwindow) #Rendering Render.debug(self) Render.turn_circles(self) if not self.target == None: Render.target(self) return self.controls
def __init__(self, bot): self.drive = Drive(None, None, 0)