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generator_pass.py
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578 lines (490 loc) · 29 KB
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from pyrusgeom.geom_2d import *
import pyrusgeom.soccer_math as smath
from lib.debug.color import Color
from lib.debug.debug import log
from lib.rcsc.server_param import ServerParam as SP
from base.tools import Tools
import time
from base.generator_action import KickAction, KickActionType, BhvKickGen
from typing import TYPE_CHECKING
from lib.rcsc.types import GameModeType
if TYPE_CHECKING:
from lib.player.world_model import WorldModel
from lib.player.object_player import PlayerObject
debug_pass = True
max_pass_time = 0
class BhvPassGen(BhvKickGen):
def __init__(self):
super().__init__()
self.best_pass: KickAction = None
self.receivers: list['PlayerObject'] = []
def generator(self, wm: 'WorldModel'):
global max_pass_time
start_time = time.time()
self.update_receivers(wm)
for r in self.receivers:
log.sw_log().pass_().add_text(f'=============== Lead Pass to {r.unum()} pos: {r.pos()}')
# if self.best_pass is not None \
# and r.pos().x() < self.best_pass.target_ball_pos.x() - 5:
# break
self.generate_direct_pass(wm, r)
self.generate_lead_pass(wm, r)
self.generate_through_pass(wm, r)
if debug_pass:
for candid in self.debug_list:
if candid[2]:
log.sw_log().pass_().add_message(candid[1].x(), candid[1].y(), '{}'.format(candid[0]))
log.sw_log().pass_().add_circle(circle=Circle2D(candid[1], 0.2), color=Color(string='green'))
else:
log.sw_log().pass_().add_message(candid[1].x(), candid[1].y(), '{}'.format(candid[0]))
log.sw_log().pass_().add_circle(circle=Circle2D(candid[1], 0.2), color=Color(string='red'))
end_time = time.time()
if end_time - start_time > max_pass_time:
max_pass_time = end_time - start_time
log.sw_log().pass_().add_text( 'time:{} max is {}'.format(end_time - start_time, max_pass_time))
return self.candidates
def update_receivers(self, wm: 'WorldModel'):
sp = SP.i()
log.sw_log().pass_().add_text('===update receivers'.format())
for tm in wm.teammates():
if tm is None:
log.sw_log().pass_().add_text('-----<<< TM is none')
continue
if tm.unum() <= 0:
log.sw_log().pass_().add_text(f'-----<<< TM unum is {tm.unum()}')
continue
if tm.unum() == wm.self().unum():
log.sw_log().pass_().add_text(f'-----<<< TM unum is {tm.unum()} (self)')
continue
if tm.pos_count() > 10:
log.sw_log().pass_().add_text(f'-----<<< TM unum pos count {tm.pos_count()}')
continue
if tm.is_tackling():
log.sw_log().pass_().add_text(f'-----<<< TM is tackling')
continue
if tm.pos().x() > wm.offside_line_x():
log.sw_log().pass_().add_text(f'-----<<< TM is in offside {tm.pos().x()} > {wm.offside_line_x()}')
continue
if tm.goalie() and tm.pos().x() < sp.our_penalty_area_line_x() + 15:
log.sw_log().pass_().add_text(f'-----<<< TM is goalie and danger {tm.pos().x()} < {sp.our_penalty_area_line_x() + 15}')
continue
log.sw_log().pass_().add_text(f'--->>>>> TM {tm.unum()} is added')
self.receivers.append(tm)
self.receivers = sorted(self.receivers, key=lambda p: p.pos().x(), reverse=True)
def generate_direct_pass(self, wm: 'WorldModel', receiver: 'PlayerObject'):
sp = SP.i()
min_receive_step = 3
max_direct_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)
min_direct_pass_dist = receiver.player_type().kickable_area() * 2.2
if receiver.pos().x() > sp.pitch_half_length() - 1.5 \
or receiver.pos().x() < -sp.pitch_half_length() + 5.0 \
or receiver.pos().abs_y() > sp.pitch_half_width() - 1.5:
if debug_pass:
log.sw_log().pass_().add_text( '#DPass to {} {}, out of field'.format(receiver.unum(), receiver.pos()))
return
# TODO sp.ourTeamGoalPos()
if receiver.pos().x() < wm.ball().pos().x() + 1.0 \
and receiver.pos().dist2(Vector2D(-52.5, 0)) < pow(18.0, 2):
if debug_pass:
log.sw_log().pass_().add_text( '#DPass to {} {}, danger near goal'.format(receiver.unum(), receiver.pos()))
return
ptype = receiver.player_type()
max_ball_speed = wm.self().kick_rate() * sp.max_power()
if wm.game_mode().type() == GameModeType.PlayOn:
max_ball_speed = sp.ball_speed_max()
# TODO SP.defaultRealSpeedMax()
min_ball_speed = 1.0
receive_point = ptype.inertiaFinalPoint(receiver.pos(), receiver.vel())
ball_move_dist = wm.ball().pos().dist(receive_point)
if ball_move_dist < min_direct_pass_dist or max_direct_pass_dist < ball_move_dist:
if debug_pass:
log.sw_log().pass_().add_text( '#DPass to {} {}, far or close'.format(receiver.unum(), receiver.pos()))
return
if wm.game_mode().type().is_goal_kick() \
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 debug_pass:
log.sw_log().pass_().add_text(
'#DPass to {} {}, in penalty area in goal kick mode'.format(receiver.unum(), receiver.pos()))
return
max_receive_ball_speed = min(max_receive_ball_speed, ptype.kickable_area() + (
sp.max_dash_power() * ptype.dash_power_rate() * ptype.effort_max()) * 1.8)
min_receive_ball_speed = ptype.real_speed_max()
ball_move_angle = (receive_point - wm.ball().pos()).th()
min_ball_step = sp.ball_move_step(sp.ball_speed_max(), ball_move_dist)
# TODO Penalty step
start_step = max(max(min_receive_step, min_ball_step), 0)
max_step = start_step + 2
log.sw_log().pass_().add_text( '#DPass to {} {}'.format(receiver.unum(), receiver.pos()))
self.create_pass(wm, receiver, 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, "D")
def generate_lead_pass(self, wm: 'WorldModel', receiver):
sp = SP.i()
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
if receiver.pos().dist(wm.ball().pos()) > max_player_distance:
if debug_pass:
log.sw_log().pass_().add_text( '#####LPass to {} {}, player is far'.format(receiver.unum(), receiver.pos()))
return
abgle_divs = 8
angle_step = 360.0 / abgle_divs
dist_divs = 4
dist_step = 1.1
ptype = receiver.player_type()
max_ball_speed = wm.self().kick_rate() * sp.max_power()
if wm.game_mode().type() == GameModeType.PlayOn:
max_ball_speed = sp.ball_speed_max()
min_ball_speed = sp.default_player_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 = (receiver.pos() - wm.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 = receiver.inertia_point(1) + Vector2D.from_polar(player_move_dist, angle)
move_dist_penalty_step = 0
ball_move_line = Line2D(wm.ball().pos(), receive_point)
player_line_dist = ball_move_line.dist(receiver.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 debug_pass:
log.sw_log().pass_().add_text( '#####LPass to {} {}, out of field'.format(receiver.unum(), receive_point))
continue
if receive_point.x() < wm.ball().pos().x() \
and receive_point.dist2(our_goal) < our_goal_dist_thr2:
if debug_pass:
log.sw_log().pass_().add_text( '#####LPass to {} {}, pass is danger'.format(receiver.unum(), receive_point))
continue
if wm.game_mode().type() in [GameModeType.GoalKick_Right, GameModeType.GoalKick_Left] \
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 debug_pass:
log.sw_log().pass_().add_text( '#####LPass to {} {}, in penalty area'.format(receiver.unum(), receive_point))
return
ball_move_dist = wm.ball().pos().dist(receive_point)
if ball_move_dist < min_leading_pass_dist or max_leading_pass_dist < ball_move_dist:
if debug_pass:
log.sw_log().pass_().add_text( '#####LPass to {} {}, so far or so close'.format(receiver.unum(), receive_point))
continue
nearest_receiver = Tools.get_nearest_teammate(wm, receive_point, self.receivers)
if nearest_receiver.unum() != receiver.unum():
if debug_pass:
log.sw_log().pass_().add_text(
'#####LPass to {} {}, {} is closer than receiver '.format(receiver.unum(), receive_point,
nearest_receiver.unum()))
continue
receiver_step = self.predict_receiver_reach_step(receiver, receive_point, True,
'L') + move_dist_penalty_step
ball_move_angle = (receive_point - wm.ball().pos()).th()
min_ball_step = sp.ball_move_step(sp.ball_speed_max(), ball_move_dist)
start_step = max(max(min_receive_step, min_ball_step), receiver_step)
# ifdef CREATE_SEVERAL_CANDIDATES_ON_SAME_POINT
# max_step = std::max(max_receive_step, start_step + 3);
# else
if debug_pass:
log.sw_log().pass_().add_text( '#####LPass to {} {}'.format(receiver.unum(), receive_point))
max_step = start_step + 3
self.create_pass(wm, receiver, 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 generate_through_pass(self, wm: 'WorldModel', receiver: 'PlayerObject'):
sp = SP.i()
teammate_min_x = 0.0
target_min_x = 10.0
min_receive_step = 4
min_pass_dist = 3.0
max_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
if receiver.pos().dist(wm.ball().pos()) > max_player_distance:
if debug_pass:
log.sw_log().pass_().add_text('#####TPass to {} {}, player is far'.format(receiver.unum(), receiver.pos()))
return
if receiver.pos().x() < teammate_min_x:
if debug_pass:
log.sw_log().pass_().add_text('#####TPass to {} {}, player is far'.format(receiver.unum(), receiver.pos()))
return
if receiver.pos().x() < wm.offside_line_x() - 5.0:
if debug_pass:
log.sw_log().pass_().add_text('#####TPass to {} {}, player is not close to offside line'.format(receiver.unum(), receiver.pos()))
return
if receiver.pos().x() > wm.offside_line_x() - 0.5:
if debug_pass:
log.sw_log().pass_().add_text('#####TPass to {} {}, player is in offside'.format(receiver.unum(), receiver.pos()))
return
if wm.ball().pos().x() < -10.0 or wm.ball().pos().x() > 30.0:
if debug_pass:
log.sw_log().pass_().add_text('#####TPass to {} {}, ball x is low or high'.format(receiver.unum(), receiver.pos()))
return
min_angle = -30
max_angle = 30
angle_step = 10
dist_divs = 25
dist_step = 1.0
ptype = receiver.player_type()
max_ball_speed = wm.self().kick_rate() * sp.max_power()
if wm.game_mode().type() == GameModeType.PlayOn:
max_ball_speed = sp.ball_speed_max()
min_ball_speed = sp.default_player_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 = (receiver.pos() - wm.ball().pos()).th()
for d in range(5, dist_divs + 1):
player_move_dist = dist_step * d
for a in range(min_angle, max_angle + 1, angle_step):
receive_point = receiver.inertia_point(1) + Vector2D.from_polar(player_move_dist, a)
move_dist_penalty_step = 0
ball_move_line = Line2D(wm.ball().pos(), receive_point)
player_line_dist = ball_move_line.dist(receiver.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 debug_pass:
log.sw_log().pass_().add_text('#####TPass to {} {}, out of field'.format(receiver.unum(), receive_point))
continue
if receive_point.x() < target_min_x:
if debug_pass:
log.sw_log().pass_().add_text('#####TPass to {} {}, pass is danger'.format(receiver.unum(), receive_point))
continue
ball_move_dist = wm.ball().pos().dist(receive_point)
if ball_move_dist < min_pass_dist or max_pass_dist < ball_move_dist:
if debug_pass:
log.sw_log().pass_().add_text('#####TPass to {} {}, so far or so close'.format(receiver.unum(), receive_point))
continue
nearest_receiver = Tools.get_nearest_teammate(wm, receive_point, self.receivers)
if nearest_receiver.unum() != receiver.unum():
if debug_pass:
log.sw_log().pass_().add_text(
'#####TPass to {} {}, {} is closer than receiver '.format(receiver.unum(), receive_point,
nearest_receiver.unum()))
continue
receiver_step = self.predict_receiver_reach_step(receiver, receive_point, True,
'T') + move_dist_penalty_step
ball_move_angle = (receive_point - wm.ball().pos()).th()
min_ball_step = sp.ball_move_step(sp.ball_speed_max(), ball_move_dist)
start_step = max(max(min_receive_step, min_ball_step), receiver_step)
# ifdef CREATE_SEVERAL_CANDIDATES_ON_SAME_POINT
# max_step = std::max(max_receive_step, start_step + 3);
# else
if debug_pass:
log.sw_log().pass_().add_text('#####TPass to {} {}'.format(receiver.unum(), receive_point))
max_step = start_step + 3
self.create_pass(wm, receiver, 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,
'T')
def predict_receiver_reach_step(self, receiver, pos: Vector2D, use_penalty, pass_type):
ptype = receiver.player_type()
target_dist = receiver.inertia_point(1).dist(pos)
n_turn = 1 if receiver.body_count() > 0 else Tools.predict_player_turn_cycle(ptype, receiver.body(),
receiver.vel().r(), target_dist, (
pos - receiver.inertia_point(
1)).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_count() > 1 or (dash_angle - receiver.body()).abs() > 30.0:
n_turn += 1
n_dash = ptype.cycles_to_reach_distance(dash_dist)
n_step = n_turn + n_dash if n_turn == 0 else n_turn + n_dash + 1
return n_step
def create_pass(self, wm: 'WorldModel', receiver, 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 = SP.i()
for step in range(min_step, max_step + 1):
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 debug_pass:
log.sw_log().pass_().add_text(
'##Pass {},to {} {}, step:{}, ball_speed:{}, first ball speed is low'.format(
self.index,
receiver.unum(),
receiver.pos(),
step,
first_ball_speed))
self.debug_list.append((self.index, receive_point, False))
break
if max_first_ball_speed < first_ball_speed:
if debug_pass:
log.sw_log().pass_().add_text(
'##Pass {},to {} {}, step:{}, ball_speed:{}, first ball speed is high'.format(
self.index,
receiver.unum(),
receiver.pos(),
step,
first_ball_speed))
self.debug_list.append((self.index, receive_point, False))
continue
receive_ball_speed = first_ball_speed * pow(sp.ball_decay(), step)
if receive_ball_speed < min_receive_ball_speed:
if debug_pass:
log.sw_log().pass_().add_text(
'##Pass {},to {} {}, step:{}, ball_speed:{}, rball_speed:{}, receive ball speed is low'.format(
self.index,
receiver.unum(),
receiver.pos(),
step,
first_ball_speed,
receive_ball_speed))
self.debug_list.append((self.index, receive_point, False))
break
if max_receive_ball_speed < receive_ball_speed:
if debug_pass:
log.sw_log().pass_().add_text(
'##Pass {},to {} {}, step:{}, ball_speed:{}, rball_speed:{}, receive ball speed is high'.format(
self.index,
receiver.unum(),
receiver.pos(),
step,
first_ball_speed,
receive_ball_speed))
self.debug_list.append((self.index, receive_point, False))
continue
kick_count = Tools.predict_kick_count(wm, wm.self().unum(), first_ball_speed, ball_move_angle)
o_step, o_unum, o_intercepted_pos = self.predict_opponents_reach_step(wm, wm.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 debug_pass:
log.sw_log().pass_().add_text(
'------<<<<<Failed Pass #{} to {} in {} speed {}, opp {} cut in {} cycle {}, max_step {} step {}'.format(self.index,
receiver.unum(),
receive_point,
first_ball_speed,
o_unum,
o_step,
o_intercepted_pos,
max_step,
step))
self.debug_list.append((self.index, receive_point, False))
break
if debug_pass:
log.sw_log().pass_().add_text(
'------>>>>> OK Pass {} to {} {}, opp {} step {} max_step {}'.format(self.index,
receiver.unum(),
receive_point,
o_unum,
o_step,
max_step))
self.debug_list.append((self.index, receive_point, True))
candidate = KickAction()
candidate.type = KickActionType.Pass
candidate.start_ball_pos = wm.ball().pos()
candidate.target_ball_pos = receive_point
candidate.target_unum = receiver.unum()
candidate.start_ball_speed = first_ball_speed
candidate.evaluate(wm)
self.candidates.append(candidate)
if self.best_pass is None or candidate.eval > self.best_pass.eval:
self.best_pass = 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_opponents_reach_step(self, wm: 'WorldModel', 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 wm.opponents():
if opp is None or opp.unum() == 0:
continue
step, intercepted_pos = self.predict_opponent_reach_step(wm, opp, first_ball_pos, first_ball_vel, ball_move_angle,
receive_point, max_cycle, description)
if step < min_step:
min_step = step
min_opp = opp.unum()
return min_step, min_opp, intercepted_pos
def predict_opponent_reach_step(self, wm: 'WorldModel', opp: 'PlayerObject', first_ball_pos: Vector2D, first_ball_vel: Vector2D,
ball_move_angle: AngleDeg, receive_point: Vector2D, max_cycle, description):
sp = SP.i()
penalty_area = Rect2D(Vector2D(sp.their_penalty_area_line_x(), -sp.penalty_area_half_width() ),
Size2D(sp.penalty_area_length(), sp.penalty_area_width()))
CONTROL_AREA_BUF = 0.15
opponent = opp
ptype = opponent.player_type()
min_cycle = Tools.estimate_min_reach_cycle(opponent.pos(), ptype.real_speed_max(), first_ball_pos,
ball_move_angle)
if min_cycle < 0:
return 1000, None
for cycle in range(max(1, min_cycle), max_cycle + 1):
ball_pos = smath.inertia_n_step_point(first_ball_pos, first_ball_vel, cycle, sp.ball_decay())
control_area = sp.catchable_area() if opponent.is_goalie() and penalty_area.contains(ball_pos) else ptype.kickable_area()
inertia_pos = ptype.inertia_point(opponent.pos(), opponent.vel(), cycle)
target_dist = inertia_pos.dist(ball_pos)
dash_dist = target_dist
if description == 'T' \
and first_ball_vel.x() > 2.\
and ( receive_point.x() > wm.offside_line_x() or receive_point.x() > 30.):
pass
else:
dash_dist -= Tools.estimate_virtual_dash_distance(opp)
if dash_dist - control_area - CONTROL_AREA_BUF < 0.001:
return cycle, ball_pos
if description == 'T' \
and first_ball_vel.x() > 2.\
and ( receive_point.x() > wm.offside_line_x() or receive_point.x() > 30.):
dash_dist -= control_area
else:
if receive_point.x() < 25.:
dash_dist -= control_area + 0.5
else:
dash_dist -= control_area + 0.2
if dash_dist > ptype.real_speed_max() * (cycle + min(opponent.pos_count(), 5)):
continue
n_dash = ptype.cycles_to_reach_distance(dash_dist)
if n_dash > cycle + opponent.pos_count():
continue
n_turn = 0
if opponent.body_count() > 1:
n_turn = Tools.predict_player_turn_cycle(ptype, opponent.body(), opponent.vel().r(), target_dist,
(ball_pos - inertia_pos).th(), control_area, True)
n_step = n_turn + n_dash if n_turn == 0 else n_turn + n_dash + 1
bonus_step = 0
if opponent.is_tackling():
bonus_step = -5
if n_step - bonus_step <= cycle:
return cycle, ball_pos
return 1000, None