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338 lines (284 loc) · 17.1 KB
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from src.IBallActionGenerator import BallActionGenerator
from src.IAgent import IAgent
import service_pb2 as pb2
import pyrusgeom.soccer_math as smath
from pyrusgeom.soccer_math import *
from pyrusgeom.geom_2d import *
from src.Tools import Tools
from src.IBallAction import BallAction, ActionType, PassAction
class GeneratorPass(BallActionGenerator):
def __init__(self):
super().__init__()
self.receivers: pb2.TeammateMessage = []
self.index = 0
def generate(self, agent: IAgent, init_index: int = 0):
self.candidateActions = []
self.receivers = []
self.debug_list = []
self.index = init_index
self.update_receiver(agent)
self.generate_pass(agent)
if agent.debug_mode:
self.log_debug(agent, pb2.LoggerLevel.PASS)
return self.candidateActions
def update_receiver(self, agent: IAgent):
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, "update_receiver")
for tm in agent.wm.teammates:
if tm.uniform_number == agent.wm.self.uniform_number:
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"-- {tm.uniform_number} is me")
continue
if tm.uniform_number < 0:
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"-- {tm.uniform_number} unum is less than 0")
continue
if tm.pos_count > 10:
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"-- {tm.uniform_number} pos_count is more than 10")
continue
if tm.is_tackling:
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"-- {tm.uniform_number} is tackling")
continue
if tm.position.x > agent.wm.offside_line_x:
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"-- {tm.uniform_number} is offside")
continue
if tm.is_goalie and tm.position.x < -30: # todo server param ourPenaltyAreaLineX
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"-- {tm.uniform_number} is goalie and in danger area")
continue
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"-- {tm.uniform_number} is ok")
self.receivers.append(tm)
def generate_pass(self, agent: IAgent):
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, "generate_pass")
for tm in self.receivers:
self.generate_direct_pass(agent, tm)
for tm in self.receivers:
self.generate_lead_pass(agent, tm)
def generate_direct_pass(self, agent: IAgent, tm: pb2.Player):
direct_pass = PassAction()
direct_pass.actionType = ActionType.DIRECT_PASS
direct_pass.initUnum = agent.wm.self.uniform_number
direct_pass.targetUnum = tm.uniform_number
direct_pass.initBallPos = Vector2D(agent.wm.ball.position.x, agent.wm.ball.position.y)
direct_pass.targetBallPos = Vector2D(tm.position.x, tm.position.y)
direct_pass.evaluate()
self.candidateActions.append(direct_pass)
def generate_lead_pass(self, agent: IAgent, tm: pb2.Player):
tm_pos = Vector2D(tm.position.x, tm.position.y)
ball_pos = Vector2D(agent.wm.ball.position.x, agent.wm.ball.position.y)
tm_vel = Vector2D(tm.velocity.x, tm.velocity.y)
angle_divs = 4
dist_divs = 2
angle_step = int(360.0 / angle_divs)
dist_step = 1.1
angle_from_ball = (tm_pos - ball_pos).th()
for d in range(1, dist_divs + 1):
player_move_dist = dist_step * d
for a in range(angle_divs + 1):
angle = angle_from_ball + angle_step * a
receive_point = tm_pos + tm_vel + Vector2D.from_polar(player_move_dist, angle)
lead_pass = PassAction()
lead_pass.actionType = ActionType.LEAD_PASS
lead_pass.initUnum = agent.wm.self.uniform_number
lead_pass.targetUnum = tm.uniform_number
lead_pass.initBallPos = Vector2D(agent.wm.ball.position.x, agent.wm.ball.position.y)
lead_pass.targetBallPos = Vector2D(receive_point.x(), receive_point.y())
lead_pass.evaluate()
self.candidateActions.append(lead_pass)
def generate_lead_pass2(self, agent: IAgent, tm: pb2.Player):
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f">> generate_lead_pass to {tm.uniform_number}")
sp = agent.serverParams
our_goal_dist_thr2 = pow(16.0, 2)
min_receive_step = 4
max_receive_step = 20
min_leading_pass_dist = 3.0
max_leading_pass_dist = 0.8 * smath.inertia_final_distance(sp.ball_speed_max, sp.ball_decay)
max_receive_ball_speed = sp.ball_speed_max * pow(sp.ball_decay, min_receive_step)
max_player_distance = 35
tm_pos = Vector2D(tm.position.x, tm.position.y)
tm_vel = Vector2D(tm.velocity.x, tm.velocity.y)
ball_pos = Vector2D(agent.wm.ball.position.x, agent.wm.ball.position.y)
ball_vel = Vector2D(agent.wm.ball.velocity.x, agent.wm.ball.velocity.y)
if tm_pos.dist(ball_pos) > max_player_distance:
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"## FAILED tm_pos is too far")
return
abgle_divs = 8
angle_step = 360.0 / abgle_divs
dist_divs = 4
dist_step = 1.1
ptype = agent.get_type(tm.type_id)
max_ball_speed = agent.wm.self.kick_rate * sp.max_power
if agent.wm.game_mode_type == pb2.GameModeType.PlayOn:
max_ball_speed = sp.ball_speed_max
min_ball_speed = agent.get_type(0).real_speed_max
max_receive_ball_speed = min(max_receive_ball_speed, ptype.kickable_area + (
sp.max_dash_power * ptype.dash_power_rate * ptype.effort_max) * 1.5)
min_receive_ball_speed = 0.001
our_goal = Vector2D(-52.5, 0)
angle_from_ball = (tm_pos - ball_pos).th()
for d in range(1, dist_divs + 1):
player_move_dist = dist_step * d
a_step = 2 if player_move_dist * 2.0 * math.pi / abgle_divs < 0.6 else 1
for a in range(abgle_divs + 1):
angle = angle_from_ball + angle_step * a
receive_point = tm_pos + tm_vel + Vector2D.from_polar(player_move_dist, angle)
move_dist_penalty_step = 0
ball_move_line = Line2D(ball_pos, receive_point)
player_line_dist = ball_move_line.dist(tm_pos)
move_dist_penalty_step = int(player_line_dist * 0.3)
if receive_point.x() > sp.pitch_half_length - 3.0 \
or receive_point.x() < -sp.pitch_half_length + 5.0 \
or receive_point.abs_y() > sp.pitch_half_width - 3.0:
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"## FAILED receive_point is out of field")
continue
if receive_point.x() < ball_pos.x() \
and receive_point.dist2(our_goal) < our_goal_dist_thr2:
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"## FAILED receive_point is near our goal")
continue
if agent.wm.game_mode_type == pb2.GameModeType.GoalKick_ \
and receive_point.x() < sp.our_penalty_area_line_x + 1.0 \
and receive_point.abs_y() < sp.penalty_area_half_width + 1.0:
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"## FAILED receive_point is in penalty area in goal kick mode")
return
ball_move_dist = ball_pos.dist(receive_point)
if ball_move_dist < min_leading_pass_dist or max_leading_pass_dist < ball_move_dist:
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"## FAILED ball_move_dist is out of range")
continue
nearest_receiver = Tools.get_nearest_teammate(agent, receive_point)
if nearest_receiver.uniform_number != tm.uniform_number:
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"## FAILED nearest_receiver is not tm")
continue
receiver_step = self.predict_receiver_reach_step(agent, tm, receive_point, 'L') + move_dist_penalty_step
ball_move_angle = (receive_point - ball_pos).th()
min_ball_step = Tools.ball_move_step(sp.ball_speed_max, ball_move_dist, sp.ball_decay)
start_step = max(max(min_receive_step, min_ball_step), receiver_step)
# ifdef CREATE_SEVERAL_CANDIDATES_ON_SAME_POINT
max_step = max(max_receive_step, start_step + 3)
# else
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f">>>> LPass to {tm.uniform_number} ({round(tm_pos.x(), 2)}, {round(tm_pos.y(), 2)}) -> ({round(receive_point.x(), 2)}, {round(receive_point.y(), 2)}) start_step: {start_step}, max_step: {max_step}")
max_step = start_step + 3
self.create_pass(agent, tm, receive_point,
start_step, max_step, min_ball_speed,
max_ball_speed, min_receive_ball_speed,
max_receive_ball_speed, ball_move_dist,
ball_move_angle, "L")
def create_pass(self, agent: IAgent, receiver: pb2.Player, receive_point: Vector2D,
min_step, max_step, min_first_ball_speed, max_first_ball_speed,
min_receive_ball_speed, max_receive_ball_speed,
ball_move_dist, ball_move_angle: AngleDeg, description):
sp = agent.serverParams
ball_pos = Tools.vector2d_message_to_vector2d(agent.wm.ball.position)
same_index = -1
for step in range(min_step, max_step + 1):
same_index += 1
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f">>>>>> #{self.index} Pass to {receiver.uniform_number} ({round(receive_point.x(), 2)}, {round(receive_point.y(), 2)}), step:{step}")
self.index += 1
first_ball_speed = smath.calc_first_term_geom_series(ball_move_dist, sp.ball_decay, step)
if first_ball_speed < min_first_ball_speed:
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"###### FAILED to {receiver.uniform_number} step:{step} ball_speed:{first_ball_speed} ? first ball speed is low")
self.debug_list.append((self.index, receive_point, False, same_index))
break
if max_first_ball_speed < first_ball_speed:
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"###### FAILED to {receiver.uniform_number} step:{step} ball_speed:{first_ball_speed} ? first ball speed is high")
self.debug_list.append((self.index, receive_point, False, same_index))
continue
receive_ball_speed = first_ball_speed * pow(sp.ball_decay, step)
if receive_ball_speed < min_receive_ball_speed:
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"###### FAILED to {receiver.uniform_number} step:{step} ball_speed:{first_ball_speed} rball_speed:{receive_ball_speed} ? receive ball speed is low")
self.debug_list.append((self.index, receive_point, False, same_index))
break
if max_receive_ball_speed < receive_ball_speed:
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"###### FAILED to {receiver.uniform_number} step:{step} ball_speed:{first_ball_speed} rball_speed:{receive_ball_speed} ? receive ball speed is high")
self.debug_list.append((self.index, receive_point, False, same_index))
continue
kick_count = Tools.predict_kick_count(agent, agent.wm.self.uniform_number, first_ball_speed, ball_move_angle)
o_step, o_unum, o_intercepted_pos = self.predict_opponents_reach_step(agent, ball_pos,
first_ball_speed, ball_move_angle,
receive_point, step + (kick_count - 1) + 5,
description)
failed = False
if description == 'T':
if o_step <= step:
failed = True
else:
if o_step <= step + (kick_count - 1):
failed = True
if failed:
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"###### Failed to {receiver.uniform_number} step:{step} ball_speed:{first_ball_speed} rball_speed:{receive_ball_speed} opp {o_unum} step {o_step} max_step {max_step} ? opp reach step is low")
self.debug_list.append((self.index, receive_point, False, same_index))
break
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"###### OK to {receiver.uniform_number} step:{step} ball_speed:{first_ball_speed} rball_speed:{receive_ball_speed} opp {o_unum} step {o_step}, max_step {max_step}")
self.debug_list.append((self.index, receive_point, True, same_index))
candidate = IBallAction()
candidate.actionType = ActionType.DIRECT_PASS
candidate.initBallPos = ball_pos
candidate.targetBallPos = receive_point
candidate.targetUnum = receiver.uniform_number
candidate.firstVelocity = Vector2D.polar2vector(first_ball_speed, ball_move_angle)
candidate.evaluate()
self.candidateActions.append(candidate)
find_another_pass = False
if not find_another_pass:
break
if o_step <= step + 3:
break
if min_step + 3 <= step:
break
def predict_receiver_reach_step(self, agent: IAgent, receiver: pb2.Player, pos: Vector2D, pass_type):
ptype = agent.get_type(receiver.type_id)
receiver_pos = Vector2D(receiver.position.x, receiver.position.y)
receiver_vel = Vector2D(receiver.velocity.x, receiver.velocity.y)
receiver_inertia_pos = receiver_pos + receiver_vel
target_dist = receiver_inertia_pos.dist(pos)
n_turn = 1 if receiver.body_direction_count > 0 else Tools.predict_player_turn_cycle(agent.serverParams, ptype, receiver.body_direction,
receiver_vel.r(), target_dist,
(pos - receiver_inertia_pos).th(),
ptype.kickable_area, False)
dash_dist = target_dist
# if use_penalty:
# dash_dist += receiver.penalty_distance_;
if pass_type == 'L':
dash_dist *= 1.05
dash_angle = (pos - receiver_pos).th()
if dash_angle.abs() > 90.0 or receiver.body_direction_count > 1 or (dash_angle - AngleDeg(receiver.body_direction)).abs() > 30.0:
n_turn += 1
n_dash = Tools.cycles_to_reach_distance(dash_dist, ptype.real_speed_max)
n_step = n_turn + n_dash if n_turn == 0 else n_turn + n_dash + 1
return n_step
def predict_opponents_reach_step(self, agent: IAgent, first_ball_pos: Vector2D, first_ball_speed,
ball_move_angle: AngleDeg, receive_point: Vector2D, max_cycle, description):
first_ball_vel = Vector2D.polar2vector(first_ball_speed, ball_move_angle)
min_step = 1000
min_opp = 0
intercepted_pos = None
for opp in agent.wm.opponents:
if opp is None or opp.uniform_number == 0:
continue
step, intercepted_pos = Tools.predict_opponent_reach_step(agent, opp, first_ball_pos, first_ball_vel, ball_move_angle,
receive_point, max_cycle, description)
if agent.debug_mode:
agent.add_log_text(pb2.LoggerLevel.PASS, f"------ Opp {opp.uniform_number} step {step} min_step {min_step} in {intercepted_pos}")
if step < min_step:
min_step = step
min_opp = opp.uniform_number
return min_step, min_opp, intercepted_pos