示例#1
0
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
示例#2
0
class Dribble:
    def __init__(self, bot):
        self.drive = Drive(None, None, 0)

    def utility(self, bot):
        ball_height_01 = (bot.info.ball.pos[2] - 100) / 500
        ball_vert_vel_01 = abs(bot.info.ball.vel[2]) / 500
        if self.is_near_wall(bot.info.ball.pos):
            ball_height_01 = -1
        return max(
            0, 0.65 - 0.5 * ball_height_01 - 0.2 * ball_vert_vel_01 -
            0.3 * bot.analyzer.team_mate_has_ball_01)

    def is_near_wall(self, ball_pos):
        TO_WALL = 4555 - 135
        TO_CORNER = 5100  # (4555 -135) / math.sin(60)

        ax = abs(ball_pos[0])
        ay = abs(ball_pos[1])

        if TO_CORNER < ax or TO_WALL < ay:
            return True

        return TO_WALL * TO_CORNER - TO_WALL * ax - 0.5 * TO_CORNER * ay < 0

    def execute(self, bot):
        bot.renderer.draw_string_3d(bot.info.my_car.pos, 1, 1, "Dribble",
                                    bot.renderer.pink())

        ball = bot.info.ball
        car = bot.info.my_car
        aim = bot.analyzer.best_target_tile.location

        car_to_ball = ball.pos - car.pos
        ctb_n = normalize(car_to_ball)
        dist = norm(car_to_ball) - 100
        vel_delta = ball.vel - car.vel
        vel_d = norm(vel_delta)
        time = max(0, dist / (1.5 * vel_d)) if vel_d != 0 else 0
        bvel = norm(ball.vel)

        ball_to_aim_n = normalize(aim - ball.pos)

        nbp = DropshotBall(ball).step_ds(time).pos
        target = nbp - 120 * ball_to_aim_n
        dist_t = norm(target - car.pos)
        speed = min(rlmath.lerp(1.3 * bvel, 2300, dist_t / 1000), 2300)

        bot.renderer.draw_line_3d(ball.pos, nbp, bot.renderer.green())
        bot.renderer.draw_rect_3d(nbp, 10, 10, True, bot.renderer.green())
        bot.renderer.draw_rect_3d(target, 10, 10, True, bot.renderer.pink())

        self.drive.car = bot.info.my_car
        self.drive.target_pos = target
        self.drive.target_speed = speed
        self.drive.step(0.016666)
        bot.controls = self.drive.controls
示例#3
0
class QuickAerial:
    def __init__(self, bot):
        self.aerial = None
        self.drive = None
        pass

    def utility(self, bot):
        ball = bot.info.ball
        if ball.pos[2] < 1000:
            return 0

        car = bot.info.my_car
        if car.boost < 30:
            return 0

        car_to_ball = ball.pos - car.pos
        ctb_flat = vec3(car_to_ball[0], car_to_ball[1], 0)
        ang = angle_between(ctb_flat, car.forward())
        if ang > 1:
            return 0

        vf = norm(car.vel)
        if vf < 800:
            return 0

        return 0.8

    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
示例#4
0
class DefensiveWait:
    def __init__(self, bot):
        self.drive = Drive(None, None, 0)
        pass

    def utility(self, bot):
        # The more the ball is on the enemy side in 3 seconds the more likely it is to DefWait
        ball_3_sec_pos = DropshotBall(bot.info.ball).step_ds(3.0).pos
        ball_side_01 = 1 / (1 + 2**(bot.tsgn * ball_3_sec_pos[1] / 400))
        return rlmath.clamp01(0.7 * ball_side_01 -
                              0.55 * bot.analyzer.team_mate_is_defensive_01)

    def execute(self, bot):
        bot.renderer.draw_string_3d(bot.info.my_car.pos, 1, 1, "DefWait",
                                    bot.renderer.yellow())

        ball_pos = bot.info.ball.pos
        target = vec3(ball_pos[0], -ball_pos[1], 0)
        target = rlmath.lerp(target, vec3(0, 0, 0),
                             bot.analyzer.team_mate_is_defensive_01)

        for car in bot.info.teammates:
            to_me_n = normalize(bot.info.my_car.pos - car.pos)
            target += to_me_n * 400

        bot.renderer.draw_line_3d(bot.info.my_car.pos, target,
                                  bot.renderer.yellow())

        distance = norm(target - bot.info.my_car.pos)
        if distance > 2000:
            ctt_n = normalize(target - bot.info.my_car.pos)
            vtt = dot(bot.info.my_car.vel, ctt_n) / dot(ctt_n, ctt_n)
            if vtt > 750:
                bot.plan = DodgeTowardsPlan(target)

        speed = min(1410, distance / 3)
        self.drive.car = bot.info.my_car
        self.drive.target_pos = target
        self.drive.target_speed = speed
        self.drive.step(0.016666)
        bot.controls = self.drive.controls
class CollectBoost(BaseAction):
    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 get_possible(self, info: GameInfo):
        return True

    def update_status(self, info: GameInfo):
        if info.my_car.boost == 100:
            self.finished = True
示例#6
0
 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
示例#7
0
class Calculator(BaseAgent):
    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


    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
示例#8
0
class AirDrag:
    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 utility(self, bot):
        car_to_ball = bot.info.my_car.pos - bot.info.ball.pos

        bouncing_b = bot.info.ball.pos[2] > 130 or abs(
            bot.info.ball.vel[2]) > 300
        if not bouncing_b:
            return 0

        dist_01 = rlmath.clamp01(1 - norm(car_to_ball) / 3000)

        head_dir = rlmath.lerp(vec3(0, 0, 1), bot.info.my_car.forward(), 0.1)
        ang = angle_between(head_dir, car_to_ball)
        ang_01 = rlmath.clamp01(1 - ang / (math.pi / 2))
        on_my_side_b = (sgn(bot.info.ball.pos[1]) == bot.tsgn)

        ball_landing_pos = bot.info.ball.next_landing().data
        tile = tiles.point_to_tile(bot.info, ball_landing_pos)
        protect_tile_b = (tile != None and tile.team == bot.team
                          and (tile.state == tiles.Tile.OPEN
                               or bot.info.ball.team != bot.team))

        return rlmath.clamp01(0.3 * on_my_side_b + 0.3 * ang_01 +
                              0.3 * dist_01 + 0.8 * protect_tile_b -
                              0.3 * bot.analyzer.team_mate_has_ball_01 +
                              self.is_dribbling * self.extra_utility_bias)

    def execute(self, bot):
        bot.renderer.draw_string_3d(bot.info.my_car.pos, 1, 1, "AirDrag",
                                    bot.renderer.purple())
        self.is_dribbling = True

        ball_landing = bot.info.ball.next_landing()
        tile = tiles.point_to_tile(bot.info, ball_landing.data)

        # Decide on target pos and speed
        if tile != None and tile.team != bot.team and tile.state == tiles.Tile.OPEN:
            # It will hit enemy open tile - so don't save
            target = ball_landing.data
            speed = norm(target - bot.info.my_car.pos) / 2.0
        else:
            target = ball_landing.data - self.offset_bias * bot.analyzer.best_target_dir
            dist = norm(target - bot.info.my_car.pos)
            speed = 1400 if ball_landing.time == 0 else dist / ball_landing.time

        # Do a flick?
        car_to_ball = bot.info.ball.pos - bot.info.my_car.pos
        dist = norm(car_to_ball)
        if dist <= self.required_distance_to_ball_for_flick:
            self.flick_timer += 0.016666
            if self.flick_timer > self.wait_before_flick:
                bot.plan = DodgeTowardsPlan(
                    bot.analyzer.best_target_tile.location,
                    self.flick_init_jump_duration)
        else:
            self.flick_timer = 0

            # dodge on far distances
            if dist > 2300 and speed > 1410:
                ctt_n = normalize(target - bot.info.my_car.pos)
                vtt = dot(bot.info.my_car.vel, ctt_n) / dot(ctt_n, ctt_n)
                if vtt > 750:
                    bot.plan = DodgeTowardsPlan(target)

        self.drive.car = bot.info.my_car
        self.drive.target_pos = target
        self.drive.target_speed = speed
        self.drive.step(0.016666)
        bot.controls = self.drive.controls

    def reset(self):
        self.is_dribbling = False
        self.flick_timer = 0