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bot.py
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123 lines (90 loc) · 4.46 KB
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import math
from rlbot.agents.base_agent import BaseAgent, SimpleControllerState
from rlbot.utils.structures.game_data_struct import GameTickPacket
from util.orientation import Orientation
from util.vec import Vec3
from util.action_chain import Action_chain
class MyBot(BaseAgent):
def initialize_agent(self):
# This runs once before the bot starts up
self.controller_state = SimpleControllerState()
self.ball_predictions = None
self.current_action_chain = None
self.time = 0
self.delta_time = 0
def get_output(self, packet: GameTickPacket) -> SimpleControllerState:
self.delta_time = packet.game_info.seconds_elapsed-self.time
self.time = packet.game_info.seconds_elapsed
self.ball_predictions = self.get_ball_prediction_struct()
predicted_goal = find_future_goal(self.ball_predictions)
goal_text = "No Goal Threats"
if predicted_goal:
goal_text = f"Goal in {'%.4s' % str(predicted_goal[1]-packet.game_info.seconds_elapsed)}s"
ball_location = Vec3(packet.game_ball.physics.location)
my_car = packet.game_cars[self.index]
car_location = Vec3(my_car.physics.location)
car_to_ball = ball_location - car_location
# Find the direction of our car using the Orientation class
car_orientation = Orientation(my_car.physics.rotation)
car_direction = car_orientation.forward
steer_correction_radians = find_correction(car_direction, car_to_ball)
if steer_correction_radians > 0:
# Positive radians in the unit circle is a turn to the left.
turn = -1.0 # Negative value for a turn to the left.
action_display = "turn left"
else:
turn = 1.0
action_display = "turn right"
self.controller_state.throttle = 1.0
self.controller_state.steer = turn
draw_debug(self.renderer, my_car, packet.game_ball, action_display,goal_text)
if self.current_action_chain != None:
if not self.current_action_chain.complete:
self.controller_state = self.current_action_chain.update(self.delta_time)
else:
self.current_action_chain = None
else:
if int(self.time) % 5 == 0:
self.current_action_chain = simple_front_flip_chain()
return self.controller_state
def find_correction(current: Vec3, ideal: Vec3) -> float:
# Finds the angle from current to ideal vector in the xy-plane. Angle will be between -pi and +pi.
# The in-game axes are left handed, so use -x
current_in_radians = math.atan2(current.y, -current.x)
ideal_in_radians = math.atan2(ideal.y, -ideal.x)
diff = ideal_in_radians - current_in_radians
# Make sure that diff is between -pi and +pi.
if abs(diff) > math.pi:
if diff < 0:
diff += 2 * math.pi
else:
diff -= 2 * math.pi
return diff
def draw_debug(renderer, car, ball, action_display,goal_text):
renderer.begin_rendering()
# draw a line from the car to the ball
renderer.draw_line_3d(car.physics.location, ball.physics.location, renderer.white())
# print the action that the bot is taking
renderer.draw_string_3d(car.physics.location, 2, 2, action_display, renderer.white())
renderer.draw_string_2d(100, 50, 3, 3, goal_text, renderer.yellow())
renderer.end_rendering()
def find_future_goal(ball_predictions):
for i in range(0, ball_predictions.num_slices):
if abs(ball_predictions.slices[i].physics.location.y) >= 5235: #field length(5120) + ball radius(93) = 5213 however that results in false positives
#returns the position the ball crosses the goal as well as the time it's predicted to occur
return [Vec3(ball_predictions.slices[i].physics.location),ball_predictions.slices[i].game_seconds]
return None
def simple_front_flip_chain():
first_controller = SimpleControllerState()
second_controller = SimpleControllerState()
third_controller = SimpleControllerState()
first_controller.jump = True
first_duration = 0.1
second_controller.jump = False
second_controller.pitch = -1
second_duration = 0.1
third_controller.jump = True
third_controller.pitch = -1
third_duration = 0.1
return Action_chain([first_controller,second_controller,third_controller],[first_duration,second_duration,
third_duration])