示例#1
0
    def step(self, dt):
        car = self.car

        if self.phase == 1:
            if norm(car.velocity) > 1400:
                self.phase = 2
                self.action = AirDodge(car, 0.05, car.position + car.velocity)

        if self.phase == 2:
            self.action.controls.boost = self.action.state_timer < 0.1

            if car.on_ground and self.action.finished:
                self.action = self.drive
                self.phase = 3

        if self.phase == 3:
            if distance(car, vec3(0, 0, 93)) < norm(car.velocity) * 0.4:
                self.phase = 4
                self.action = AirDodge(car, 0.05, self.info.ball.position)

                self.counter_fake_kickoff()
        
        if self.phase == 4:
            if self.action.finished:
                self.finished = True

        super().step(dt)
示例#2
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    def avoid_demos_and_team_bumps(self, drones: List[Drone]):
        collisions = self.info.detect_collisions(time_limit=0.2, dt=1 / 60)
        drones_by_index: Dict[int, Drone] = {
            drone.index: drone
            for drone in drones
        }

        for collision in collisions:
            index1, index2, time = collision
            self.logger.debug(
                f"Collision: {index1} ->*<- {index2} in {time:.2f} seconds.")

            # avoid team bumps
            if index1 in drones_by_index and index2 in drones_by_index:
                if drones_by_index[index1] is self.drone_going_for_ball:
                    drones_by_index[index2].controls.jump = drones_by_index[
                        index2].car.on_ground
                else:
                    drones_by_index[index1].controls.jump = drones_by_index[
                        index1].car.on_ground
                # TODO: if both drones aren't going for ball, decide which one is the better choice for jumping

            # dodge demolitions
            # TODO: Refactor so there's no duplicate code
            elif index1 in drones_by_index:
                opponent = self.info.cars[index2]
                if norm(opponent.velocity) > 2000:
                    drones_by_index[index1].controls.jump = drones_by_index[
                        index1].car.on_ground

            elif index2 in drones_by_index:
                opponent = self.info.cars[index1]
                if norm(opponent.velocity) > 2000:
                    drones_by_index[index2].controls.jump = drones_by_index[
                        index2].car.on_ground
示例#3
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    def step(self, dt):
        if not self.flicking:
            self.carry.step(dt)
            self.controls = self.carry.controls
            self.finished = self.carry.finished
            car = self.car
            ball = self.info.ball

            # check if it's a good idea to flick
            dir_to_target = ground_direction(car, self.target)
            if (distance(car, ball) < 150 and ground_distance(car, ball) < 100
                    and dot(car.forward(), dir_to_target) > 0.7
                    and norm(car.velocity) > clamp(
                        distance(car, self.target) / 3, 1000, 1700)
                    and dot(dir_to_target, ground_direction(car, ball)) > 0.9):
                self.flicking = True

            # flick if opponent is close
            for opponent in self.info.get_opponents():
                if (distance(opponent.position + opponent.velocity, car) < max(
                        300.0,
                        norm(opponent.velocity) * 0.5)
                        and dot(opponent.velocity,
                                direction(opponent, self.info.ball)) > 0.5):
                    if distance(car.position, self.info.ball.position) < 200:
                        self.flicking = True
                    else:
                        self.finished = True
        else:
            self.flick.target = self.info.ball.position + self.info.ball.velocity * 0.2
            self.flick.step(dt)
            self.controls = self.flick.controls
            self.finished = self.flick.finished
示例#4
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    def simulate_landing(self):
        pos = vec3(self.car.position)
        vel = vec3(self.car.velocity)
        grav = vec3(0, 0, -650)
        self.trajectory = [vec3(pos)]
        self.landing = False
        collision_normal: Optional[vec3] = None

        dt = 1 / 60
        simulation_duration = 0.8
        for i in range(int(simulation_duration / dt)):
            pos += vel * dt
            vel += grav * dt
            if norm(vel) > 2300: vel = normalize(vel) * 2300
            self.trajectory.append(vec3(pos))

            collision_sphere = sphere(pos, 50)
            collision_ray = Field.collide(collision_sphere)
            collision_normal = collision_ray.direction

            if (norm(collision_normal) > 0.0 or pos[2] < 0) and i > 20:
                self.landing = True
                self.landing_pos = pos
                break

        if self.landing:
            u = collision_normal
            f = normalize(vel - dot(vel, u) * u)
            l = normalize(cross(u, f))
            self.aerial_turn.target = three_vec3_to_mat3(f, l, u)
        else:
            target_direction = normalize(
                normalize(self.car.velocity) - vec3(0, 0, 3))
            self.aerial_turn.target = look_at(target_direction, vec3(0, 0, 1))
示例#5
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    def step(self, dt):
        ball = Ball(self.ball)
        car = self.car

        # simulate ball until it gets near the floor
        while (ball.position[2] > 120 or ball.velocity[2] > 0) and ball.time < car.time + 10:
            ball.step(1/60)

        ball_local = local(car, ground(ball.position))
        target = local(car, self.target)

        shift = ground(direction(ball_local, target))
        shift[1] *= 1.8
        shift = normalize(shift)
        
        max_turn = clamp(norm(car.velocity) / 800, 0, 1)
        max_shift = normalize(vec3(1 - max_turn, max_turn * sign(shift[1]), 0))

        if abs(shift[1]) > abs(max_shift[1]) or shift[0] < 0:
            shift = max_shift
        shift *= clamp(car.boost, 40, 60)

        shift[1] *= clamp(norm(car.velocity)/1000, 1, 2)

        self._shift_direction = normalize(world(car, shift) - car.position)

        target = world(car, ball_local - shift)
        speed = distance(car.position, target) / max(0.001, ball.time - car.time)

        self.drive.target_speed = speed
        self.drive.target_pos = target

        self.drive.step(dt)
        self.controls = self.drive.controls
        self.finished = self.ball.position[2] < 100 or ground_distance(self.ball, self.car) > 2000
示例#6
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    def update_status(self, info: Game):

        if norm(info.ball.location) > 140 and norm(
                info.ball.location) > 9:  # this only works for soccar

            if norm(info.ball.location - info.my_car.location) < 240:
                self.finished = True
            else:
                self.failed = True
示例#7
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def get_intersect(agent, car):
    ball_prediction = agent.get_ball_prediction_struct()
    intercept_time = (norm(agent.info.ball.position - car.position) -
                      200) / max(1, int(norm(car.velocity)))
    intercept_index = cap(int(intercept_time * 60), 0,
                          ball_prediction.num_slices - 1)
    intercept_location = ball_prediction.slices[
        intercept_index].physics.location
    return vec3(intercept_location.x, intercept_location.y,
                intercept_location.z)
示例#8
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    def step(self, dt):
        if self.aerialing:
            self.aerial.target_orientation = look_at(
                direction(self.car, self.target), vec3(0, 0, -1))
            self.aerial.step(dt)
            self.controls = self.aerial.controls
            self.finished = self.aerial.finished

        else:
            super().step(dt)

            # simulate aerial from current state
            simulated_car = self.simulate_flight(self.car)

            # if the car ended up too far, we're too fast and we need to slow down
            if ground_distance(self.car,
                               self.aerial.target) + 100 < ground_distance(
                                   self.car, simulated_car):
                # self.controls.throttle = -1
                pass

            # if it ended up near the target, we could take off
            elif distance(simulated_car,
                          self.aerial.target) < self.MAX_DISTANCE_ERROR:
                if angle_to(self.car, self.aerial.target) < 0.1 or norm(
                        self.car.velocity) < 1000:

                    if self.DELAY_TAKEOFF:
                        # extrapolate current state a small amount of time
                        future_car = Car(self.car)
                        time = 0.2
                        future_car.time += time
                        displacement = future_car.velocity * time if norm(future_car.velocity) > 500\
                            else normalize(future_car.velocity) * 500 * time
                        future_car.position += displacement

                        # simulate aerial fot the extrapolated car again
                        future_simulated_car = self.simulate_flight(
                            future_car, write_to_flight_path=False)

                        # if the aerial is also successful, that means we should continue driving instead of taking off
                        # this makes sure that we go for the most late possible aerials, which are the most effective
                        if distance(
                                future_simulated_car,
                                self.aerial.target) > self.MAX_DISTANCE_ERROR:
                            self.aerialing = True
                        else:
                            self.too_early = True
                    else:
                        self.aerialing = True

            else:
                # self.controls.boost = True
                self.controls.throttle = 1
示例#9
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    def step(self, dt):
        target = self.target
        car = self.car

        if self.target_direction is not None:
            car_speed = norm(car.velocity)
            target_direction = normalize(self.target_direction)

            # in order to arrive in a direction, we need to shift the target in the opposite direction
            # the magnitude of the shift is based on how far are we from the target
            shift = clamp(
                ground_distance(car.position, target) * self.lerp_t, 0,
                car_speed * 1.5)

            # if we're too close to the target, aim for the actual target so we don't miss it
            if shift - self.additional_shift < Drive.turn_radius(
                    clamp(car_speed, 1400, 2000) * 1.1):
                shift = 0
            else:
                shift += self.additional_shift

            shifted_target = target - target_direction * shift

            time_shift = ground_distance(shifted_target, target) * 0.7 / clamp(
                car_speed, 500, 2300)
            shifted_arrival_time = self.arrival_time - time_shift

        else:
            shifted_target = target
            shifted_arrival_time = self.arrival_time

        self.drive.target_pos = shifted_target
        self.travel.target = shifted_target

        dist_to_target = ground_distance(car.position, shifted_target)
        time_left = nonzero(shifted_arrival_time - car.time)
        target_speed = clamp(dist_to_target / time_left, 0, 2300)
        self.drive.target_speed = target_speed
        self.drive.backwards = self.backwards

        # dodges and wavedashes can mess up correctly arriving, so we use them only if we really need them
        if ((self.allow_dodges_and_wavedashes
             and norm(car.velocity) < target_speed - 600 and car.boost < 20
             and not self.backwards)
                or not self.travel.driving  # a dodge/wavedash is in progress
            ):
            self.action = self.travel
        else:
            self.action = self.drive

        self.action.step(dt)
        self.controls = self.action.controls

        self.finished = self.car.time >= self.arrival_time
示例#10
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def estimate_time(car: Car, target, dd=1) -> float:
    turning_radius = 1 / Drive.max_turning_curvature(norm(car.velocity) + 500)
    turning = angle_between(car.forward() * dd, direction(
        car, target)) * turning_radius / 1800
    if turning < 0.5: turning = 0

    dist = ground_distance(car, target) - 200
    if dist < 0: return turning
    speed = dot(car.velocity, car.forward())

    time = 0
    result = None
    if car.boost > 0 and dd > 0:
        boost_time = car.boost / 33.33
        result = BOOST.simulate_until_limit(speed,
                                            distance_limit=dist,
                                            time_limit=boost_time)
        dist -= result.distance_traveled
        time += result.time_passed
        speed = result.speed_reached

    if dist > 0 and speed < 1410:
        result = THROTTLE.simulate_until_limit(speed, distance_limit=dist)
        dist -= result.distance_traveled
        time += result.time_passed
        speed = result.speed_reached

    if result is None or not result.distance_limit_reached:
        time += dist / speed

    return time * 1.05 + turning
示例#11
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    def step(self, dt: float):

        # Always throttle.
        self.controls.throttle = 1.0

        # Use boost if should after first jump and not supersonic.
        speed = norm(self.car.velocity)
        self.controls.boost = (
            # self.use_boost and self.timer > FIRST_JUMP_DURATION and speed < 2250
            self.use_boost and speed < 2290)

        if self.timer < FIRST_JUMP_DURATION:
            self.controls.jump = True
            self.controls.pitch = 1.0

        elif self.timer < FIRST_JUMP_DURATION + BETWEEN_JUMPS_DELAY:
            self.controls.jump = False
            self.controls.pitch = 1.0

        elif (self.timer < FIRST_JUMP_DURATION + BETWEEN_JUMPS_DELAY +
              SECOND_JUMP_DURATION):
            self.controls.jump = True
            self.controls.pitch = -1.0
            self.controls.roll = -0.3 * self.direction

        else:
            self.controls.jump = False
            self.controls.pitch = 1.0
            self.controls.roll = -1.0 * self.direction
            self.controls.yaw = -1.0 * self.direction

        self.timer += dt

        self.finished = (self.timer > TIMEOUT) or (self.car.on_ground
                                                   and self.timer > 0.5)
示例#12
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    def simulate_landing(self):
        dummy = Car(self.car)
        self.trajectory = [vec3(dummy.position)]
        self.landing = False
        collision_normal: Optional[vec3] = None

        dt = 1 / 60
        simulation_duration = 0.8
        for i in range(int(simulation_duration / dt)):
            dummy.step(Input(), dt)
            self.trajectory.append(vec3(dummy.position))

            collision_sphere = sphere(dummy.position, 50)
            collision_ray = Field.collide(collision_sphere)
            collision_normal = collision_ray.direction

            if (norm(collision_normal) > 0.0
                    or dummy.position[2] < 0) and i > 20:
                self.landing = True
                self.landing_pos = dummy.position
                break

        if self.landing:
            u = collision_normal
            f = normalize(dummy.velocity - dot(dummy.velocity, u) * u)
            l = normalize(cross(u, f))
            self.aerial_turn.target = mat3(f[0], l[0], u[0], f[1], l[1], u[1],
                                           f[2], l[2], u[2])
        else:
            target_direction = normalize(
                normalize(self.car.velocity) - vec3(0, 0, 3))
            self.aerial_turn.target = look_at(target_direction, vec3(0, 0, 1))
示例#13
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    def predict_car_drive(self,
                          index,
                          time_limit=2.0,
                          dt=1 / 60) -> List[vec3]:
        """Simple prediction of a driving car assuming no acceleration."""
        car = self.cars[index]
        time_steps = int(time_limit / dt)
        speed = norm(car.velocity)
        ang_vel_z = car.angular_velocity[2]

        # predict circular path
        if ang_vel_z != 0 and car.on_ground:
            radius = speed / ang_vel_z
            centre = car.position - cross(normalize(xy(car.velocity)),
                                          vec3(0, 0, 1)) * radius
            centre_to_car = vec2(car.position - centre)
            return [
                vec3(dot(rotation(ang_vel_z * dt * i), centre_to_car)) + centre
                for i in range(time_steps)
            ]

        # predict straight path
        return [
            car.position + car.velocity * dt * i for i in range(time_steps)
        ]
示例#14
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    def step(self, dt: float):
        if self.phase == 1 and norm(self.car.velocity) > 600:
            self.action = HalfFlip(self.car)
            self.phase = 2

        if self.phase == 2 and self.action.finished:
            self.drive.target_pos = vec3(0, self.car.position[1], 0)
            self.drive.backwards = False
            self.action = self.drive
            self.phase = 3

        if self.phase == 3 and norm(self.car.velocity) > 1300:
            self.finished = True

        self.action.step(dt)
        self.controls = self.action.controls
示例#15
0
    def step(self, dt: float):
        car = self.car
        if self.phase == 1:
            if norm(car.velocity) > 800:
                self.action = SpeedFlip(
                    car,
                    right_handed=local(car, self.info.ball.position)[1] < 0)
                self.phase = 2
                self._speed_flip_start_time = car.time

        if self.phase == 2:
            if self.action.finished and self.car.on_ground:
                self.action = self.drive
                self.drive.target_pos = vec3(0, 0, 0)
                self.phase = 3

        if self.phase == 3:
            if ground_distance(self.car, vec3(0, 0, 0)) < 500:
                self.action = AirDodge(car, 0.1, vec3(0, 0, 0))
                self.phase = 4

        if self.phase == 4:
            if self.action.finished:
                self.finished = True

        # abort when taking too long
        if car.time > self._speed_flip_start_time + 3.0: self.finished = True

        super().step(dt)
示例#16
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    def step(self, dt):
        car = self.car
        target = ground(self.target)

        car_speed = norm(car.velocity)
        time_left = (ground_distance(car, target) -
                     self.finish_distance) / max(car_speed + 500, 1400)
        forward_speed = dot(car.forward(), car.velocity)

        if self.driving and car.on_ground:
            self.action.target_pos = target
            self._time_on_ground += dt

            # check if it's a good idea to dodge, wavedash or halfflip
            if (self._time_on_ground > 0.2 and car.position[2] < 200
                    and angle_to(car, target, forward_speed < 0) < 0.1):
                # if going forward, use a dodge or a wavedash
                if forward_speed > 0:
                    use_boost_instead = self.waste_boost and car.boost > 20

                    if car_speed > 1200 and not use_boost_instead:
                        if time_left > self.DODGE_DURATION:
                            dodge = Dodge(car)
                            dodge.duration = 0.05
                            dodge.direction = vec2(direction(car, target))
                            self.action = dodge
                            self.driving = False

                        elif time_left > self.WAVEDASH_DURATION:
                            wavedash = Wavedash(car)
                            wavedash.direction = vec2(direction(car, target))
                            self.action = wavedash
                            self.driving = False

                # if going backwards, use a halfflip
                elif time_left > self.HALFFLIP_DURATION and car_speed > 800:
                    self.action = HalfFlip(car, self.waste_boost
                                           and time_left > 3)
                    self.driving = False

        self.action.step(dt)
        self.controls = self.action.controls

        # make sure we're not boosting airborne
        if self.driving and not car.on_ground:
            self.controls.boost = False

        # make sure we're not stuck turtling
        if not car.on_ground:
            self.controls.throttle = 1

        if self.action.finished and not self.driving:
            self.driving = True
            self._time_on_ground = 0
            self.action = self.drive
            self.drive.backwards = False

        if ground_distance(car,
                           target) < self.finish_distance and self.driving:
            self.finished = True
示例#17
0
    def step(self, dt):
        if self.dodging:
            self.dodge.step(dt)
            self.controls = self.dodge.controls
        else:
            super().step(dt)
            if (self.arrive.arrival_time - self.car.time <
                    self.dodge.jump.duration + 0.13
                    and abs(self.arrive.drive.target_speed -
                            norm(self.car.velocity)) < 1000 and
                (dot(normalize(self.car.velocity),
                     ground_direction(self.car, self.arrive.target)) > 0.95
                 or norm(self.car.velocity) < 500)):
                self.dodging = True

        if self.dodge.finished:
            self.finished = True
def has_ball_contact(time, box, ball, team_sign):
    '''
    Returns whether or not box (RLU obb) intersects ball, and box's nearest point to the ball.
    '''

    contact_point = nearest_point(box, Vec3_to_vec3(ball.pos, team_sign))
    ball_contact = norm(contact_point -
                        Vec3_to_vec3(ball.pos, team_sign)) < 92.75
    return ball_contact, contact_point
示例#19
0
def should_dodge(agent):
    return norm(agent.info.ball.location -
                agent.info.my_car.location) < 300 and max(
                    dot(agent.info.my_car.velocity,
                        agent.info.ball.location - agent.info.my_car.location),
                    dot(agent.info.my_car.forward(), agent.info.ball.location -
                        agent.info.my_car.location)) > 1300  # Go for it!
    """"Method that checks if we should dodge"""
    car = agent.info.my_car
    their_goal = agent.their_goal
    close_to_goal = distance_2d(car.location, their_goal.center) < 4000
    aiming_for_goal = abs(
        line_backline_intersect(their_goal.center[1], vec2(car.location),
                                vec2(car.forward()))) < 850
    bot_to_target = agent.info.ball.location - car.location
    local_bot_to_target = dot(bot_to_target, agent.info.my_car.rotation)
    angle_front_to_target = math.atan2(local_bot_to_target[1],
                                       local_bot_to_target[0])
    close_to_ball = norm(vec2(bot_to_target)) < 750
    good_angle = abs(angle_front_to_target) < math.radians(15)
    return close_to_ball and close_to_goal and aiming_for_goal and good_angle
示例#20
0
    def step(self, dt):
        if self.dodging:
            self.dodge.step(dt)
            self.controls = self.dodge.controls
        else:
            super().step(dt)
            if (self.arrive.arrival_time - self.car.time <
                    self.dodge.jump.duration + 0.17
                    and abs(self.arrive.drive.target_speed -
                            norm(self.car.velocity)) < 1000):
                self.dodging = True

        if self.dodge.finished:
            self.finished = True
示例#21
0
文件: util.py 项目: robbai/NVDerevo
def can_dodge(agent, target):
    """Returns whether its wise to dodge"""
    bot_to_target = target - agent.info.my_car.location
    local_bot_to_target = dot(bot_to_target, agent.info.my_car.rotation)
    angle_front_to_target = math.atan2(local_bot_to_target[1],
                                       local_bot_to_target[0])
    distance_bot_to_target = norm(vec2(bot_to_target))
    good_angle = math.radians(-10) < angle_front_to_target < math.radians(10)
    on_ground = agent.info.my_car.on_ground and agent.info.my_car.location[
        2] < 100
    going_fast = velocity_2d(agent.info.my_car.velocity) > 1250
    target_not_in_goal = not agent.my_goal.inside(target)
    return (good_angle and distance_bot_to_target > 2000 and on_ground
            and going_fast and target_not_in_goal)
示例#22
0
    def step(self, dt):
        delta_target = self.target - self.car.position

        if norm(delta_target) > 500:
            delta_target = direction(self.car.position, self.target) * 500

        target_direction = delta_target - self.car.velocity + vec3(0, 0, 500)

        self.turn.target = look_at(target_direction, direction(self.car.position, vec3(0, 0, 0)))
        self.turn.step(dt)
        self.controls = self.turn.controls
        self.controls.boost = delta_target[2] - self.car.velocity[2] * 0.5 > 0 and self.car.forward()[2] > 0.2
        self.controls.throttle = not self.car.on_ground
        self.controls.jump = self.car.position[2] < 30 and self.info.time % 1.0 < 0.5
    def step(self, dt: float):
        car = self.car
        if self.phase == 1:
            if norm(car.velocity) > 1050:
                self.action = SpeedFlip(
                    car,
                    right_handed=local(car, self.info.ball.position)[1] < 0)
                self.phase = 2

        if self.phase == 2:
            if self.action.finished and self.info.ball.position[0] != 0:
                self.finished = True

        super().step(dt)
示例#24
0
    def configure(self, intercept: Intercept):
        super().configure(intercept)

        ball = intercept.ball
        target_direction = ground_direction(ball, self.target)
        hit_dir = ground_direction(
            ball.velocity, target_direction * (norm(ball.velocity) * 3 + 500))

        self.arrive.target = intercept.ground_pos - hit_dir * 165
        self.arrive.target_direction = hit_dir

        self.dodge.jump.duration = self.get_jump_duration(ball.position[2])
        self.dodge.target = intercept.ball.position
        self.arrive.additional_shift = self.get_jump_duration(
            ball.position[2]) * 1000
示例#25
0
 def determine_max_speed(self, local_target):
     low = 100
     high = 2200
     if self.kickoff:
         return high
     for i in range(5):
         mid = (low + high) / 2
         radius = (1 / RLUDrive.max_turning_curvature(mid))
         local_circle = vec3(0, copysign(radius, local_target[1]), 0)
         dist = norm(local_circle - xy(local_target))
         if dist < radius:
             high = mid
         else:
             low = mid
     return high
示例#26
0
	def followTick(self, packet: GameTickPacket) -> bool:

		isBallInCenter = packet.game_ball.physics.location.x == 0 and packet.game_ball.physics.location.y == 0
		if not isBallInCenter:
			return False

		self.controller.boost = False
		self.controller.throttle = 1

		target = self.agent.game.ball.position
		if self.agent.car.boost < 40 and abs(self.agent.car.position[1]) > 2816 and norm(self.agent.car.position - self.agent.game.cars[self.kickoffCar].position) > 1500:
			target = vec3(math.copysign(144 - 10, self.agent.car.position[0]), 2816, 0)

		self.controller.steer = PID.toPoint(self.agent.car, target)
		return True
示例#27
0
    def step(self, dt: float):
        self.speed = abs(self.speed)
        car_to_target = (self.target - self.car.location)
        local_target = dot(car_to_target, self.car.rotation)
        angle = atan2(local_target[1], local_target[0])
        vel = norm(self.car.velocity)
        in_air = (not self.car.on_ground)
        on_wall = (self.car.location[2] > 250 and not in_air)

        reverse = (cos(angle) < 0 and not (on_wall or in_air or self.kickoff))

        get_off_wall = (on_wall and local_target[2] > 450)
        if get_off_wall:
            car_to_target[2] = -self.car.location[2]
            local_target = dot(car_to_target, self.car.rotation)
            angle = atan2(local_target[1], local_target[0])

        max_speed = self.determine_max_speed(local_target)

        self.update_rlu_drive(reverse, max_speed)
        self.rlu_drive.step(dt)
        self.finished = self.rlu_drive.finished

        self.controls = self.rlu_drive.controls
        self.controls.handbrake = False

        if reverse:
            angle = -invert_angle(angle)
            if self.power_turn and not on_wall:
                angle *= -1
                self.controls.handbrake = (vel > 200)
            self.controls.steer = cap(angle * 3, -1, 1)
            self.controls.boost = False
        if not self.controls.handbrake:
            self.controls.handbrake = (abs(angle) > radians(70) and vel > 500
                                       and not on_wall)
        if self.controls.handbrake:
            self.controls.handbrake = (dot(self.car.velocity, car_to_target) >
                                       -150)

        if in_air:
            self.aerial_turn.target = look_at(xy(car_to_target), vec3(0, 0, 1))
            self.aerial_turn.step(dt)
            aerial_turn_controls = self.aerial_turn.controls
            self.controls.pitch = aerial_turn_controls.pitch
            self.controls.yaw = aerial_turn_controls.yaw
            self.controls.roll = aerial_turn_controls.roll
            self.controls.boost = False
示例#28
0
    def step(self, dt):
        # slow down when we're about to pick up the boost, so we can turn faster afterwards
        if distance(self.car, self.pad) < norm(self.car.velocity) * 0.2:
            self.travel.drive.target_speed = 1400

        self.travel.step(dt)
        self.controls = self.travel.controls

        # finish when someone picks up the pad
        if self.pad_was_active and self.pad.state == BoostPadState.Unavailable:
            self.finished = True
        self.pad_was_active = self.pad.state == BoostPadState.Available

        # finish when we picked the boost up but the previous condition somehow wasn't true
        if self.car.boost > 99 or distance(self.car, self.pad) < 100:
            self.finished = True
示例#29
0
	def defendTick(self, packet: GameTickPacket, myGoalPosition: vec3) -> bool:

		speed = norm(self.agent.car.velocity)
		
		if speed < 10:
			self.startTime = self.agent.currentTick
			self.isDiagonalKickoff = abs(self.agent.car.position[0]) >= 1024
			self.isSemiDiagonalKickoff = abs(abs(self.agent.car.position[0]) - 256) < 128
			self.isStraightKickoff = not self.isDiagonalKickoff and not self.isSemiDiagonalKickoff

		self.controller.boost = False
		self.controller.pitch = 0
		self.controller.yaw = 0
		self.controller.roll = 0

		if self.isStraightKickoff:
			self.controller.steer = 0
			if abs(self.agent.car.position[1]) > 4444 and self.controller.throttle != -1:
				self.controller.throttle = 1
			else:
				if self.agent.car.velocity[1] * (2*self.agent.car.team-1) < 0 or abs(self.agent.car.position[1]) < 4466:
					self.controller.throttle = -1
				else:
					return self.agent.stateMachine.changeStateAndContinueTick(HalfFlip, packet, True, True)
		elif self.isSemiDiagonalKickoff:
			self.controller.throttle = -1
			if abs(self.agent.car.position[1]) < 3940:
				self.controller.steer = -math.copysign(1, self.agent.car.position[0]) * (2*self.agent.car.team-1)
			else:
				self.controller.steer = PID.toPointReverse(self.agent.car, vec3(0, math.copysign(5400, self.agent.car.position[1]), 0))
				if abs(self.agent.car.position[1]) > 3990 and self.controller.steer * math.copysign(1, self.agent.car.position[0]) * (2*self.agent.car.team-1) < 0.1:
					return self.agent.stateMachine.changeStateAndContinueTick(HalfFlip, packet, True, True)
			return True
		else:
			self.controller.throttle = -1
			self.controller.steer = PID.toPointReverse(self.agent.car, vec3(math.copysign(3072, self.agent.car.position[0]), math.copysign(4096, self.agent.car.position[1]), 0))
			if abs(self.agent.car.position[1]) < 2650 or self.controller.steer * math.copysign(1, self.agent.car.position[0]) * (2*self.agent.car.team-1) < -0.1:
				return True
			return self.agent.stateMachine.changeStateAndContinueTick(HalfFlip, packet)

		return True
示例#30
0
    def step(self, dt):
        if self.car.on_ground and norm(self.car.position + self.car.velocity - xy(self.target)) > 2500:
            self.drive.speed = 1000
            self.drive.target = self.target
            self.drive.step(dt)
            self.controls = self.drive.controls
            self.controls.handbrake = angle_between(self.car.forward(), self.target - self.car.position) > 1.2
            return

        self.hover.target = self.target
        self.hover.up = normalize(self.car.position * -1)
        self.hover.step(dt)
        self.controls = self.hover.controls

        self.controls.throttle = not self.car.on_ground
        self.controls.jump = (self.car.position[2] < 30 or self.car.on_ground) and self.__time_spent_on_ground > 0.1

        if self.info.round_active:
            self.__time_spent_on_ground += dt
        if not self.car.on_ground:
            self.__time_spent_on_ground = 0.0