def attack_with_puck(self, env): def f(point): nfc = shortcuts.net_front_center(env, shortcuts.opponent_player(env)) angles = [ min(geometry.degree_to_rad(110), geometry.ray_ray_angle(oh, env.me, point)) for oh in shortcuts.opponent_field_hockeyists(env) if geometry.distance(oh, nfc) > 300 ] ticks_to_reach_point = assessments.ticks_to_reach_point(env, env.me, point) if not angles: return -ticks_to_reach_point return geometry.rad_to_degree(min(angles)) - ticks_to_reach_point / 100 strike_point = algorithm.best_point_for_polynoms(self.target_polygons, f=f) if any(geometry.point_in_convex_polygon(env.me, p) for p in self.attack_polygons): goal_point = experiments.get_goal_point(env) basic_actions.turn_to_unit(env, goal_point) if basic_actions.turned_to_unit(env, goal_point, eps=geometry.degree_to_rad(1.0)): env.move.speed_up = 1.0 if self.swing_condition(env): env.move.action = ActionType.SWING if self.strike_condition(env): env.move.action = ActionType.STRIKE return if self.pass_condition(env, strike_point): self.do_pass(env) return experiments.fast_move_to_point_forward(env, strike_point)
def do_protect_goal_actions(self, env, gstrategy): if shortcuts.can_take_puck(env): puck_abs_speed = geometry.vector_abs(env.world.puck.speed_x, env.world.puck.speed_y) if shortcuts.take_puck_probability(env, puck_abs_speed) >= 1.: env.move.action = ActionType.TAKE_PUCK return if not assessments.puck_is_heading_to_my_net(env): env.move.action = ActionType.TAKE_PUCK return if shortcuts.can_strike_unit(env, env.world.puck): env.move.action = ActionType.STRIKE return for oh in shortcuts.opponent_field_hockeyists(env): if shortcuts.can_strike_unit(env, oh): env.move.action = ActionType.STRIKE return if self.its_dangerous(env) and env.me.get_distance_to_unit(self.precount.defence_point) < 100: basic_actions.turn_to_unit(env, env.world.puck) if geometry.distance(self.precount.defence_point, env.world.puck) <= 200: if basic_actions.turned_to_unit(env, env.world.puck): env.move.speed_up = 1. return speed_abs = geometry.vector_abs(env.me.speed_x, env.me.speed_y) if env.me.get_distance_to_unit(self.precount.defence_point) >= 20: experiments.fast_move_to_point(env, self.precount.defence_point) elif speed_abs > 0.01: experiments.do_stop(env) else: basic_actions.turn_to_unit(env, env.world.puck)
def attack_with_puck(self, env): if any(geometry.point_in_convex_polygon(env.me, p) for p in self.attack_polygons): strike_point = env.me else: strike_point = algorithm.best_point_for_polynoms( self.attack_polygons, f=lambda p: -assessments.ticks_to_reach_point(env, env.me, p)) # strike_point = geometry.convex_polygons_nearest_point( # self.attack_polygons, env.me) if env.me.get_distance_to_unit(strike_point) >= 60: # print strike_point experiments.fast_move_to_point(env, strike_point) return goal_point = experiments.get_goal_point(env) basic_actions.turn_to_unit(env, goal_point) if basic_actions.turned_to_unit(env, goal_point, eps=geometry.degree_to_rad(1.0)): # if self.opponent_protect_goal(env, goal_point): # env.move.action = ActionType.SWING # else: # env.move.action = ActionType.STRIKE env.move.action = ActionType.SWING
def attack_with_puck(self, env, gstrategy): strike_point = gstrategy.strike_point if any(geometry.point_in_convex_polygon(env.me, p) for p in self.precount.attack_polygons): goal_point = experiments.get_goal_point(env) basic_actions.turn_to_unit(env, goal_point) if basic_actions.turned_to_unit(env, goal_point, eps=geometry.degree_to_rad(1.0)): env.move.speed_up = 1. if self.swing_condition(env): env.move.action = ActionType.SWING if self.strike_condition(env): env.move.action = ActionType.STRIKE return experiments.fast_move_to_point_forward(env, strike_point)