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SitKick.cpp
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executable file
·326 lines (265 loc) · 8.91 KB
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#include "SitKick.h"
#define SitKickLog gLog<< "[sitKic] "
SitKick::SitKick( WorldModel *wm, FieldSquare *square, AgentInfo *agentInfo )
{
mWorldModel = wm;
mFieldSquare = square;
mAgentInfo = agentInfo;
}
SitKick::~SitKick()
{
}
bool SitKick::KickSquare( Vector3f &tarKickVector )
{
return true;
}
Vector3f SitKick::KickTo( const Vector3f &tarKickVector, float kickDist )
{
//mWorldModel->mFieldGoal[GOAL_OPP_LEFT].mPos;
// 定义可射门区域,比球门略小
Vector3f oppGoalLeftKickTo;
Vector3f oppGoalRightKickTo;
oppGoalLeftKickTo.x = mWorldModel->mFieldLength / 2.0f;
oppGoalLeftKickTo.y = mWorldModel->mGoalWidth / 2.2f; //比球门略小
oppGoalRightKickTo.x = mWorldModel->mFieldLength / 2.0f;
oppGoalRightKickTo.y = -mWorldModel->mGoalWidth / 2.2f;
Angle ballToOppGoalLeft = ( oppGoalLeftKickTo - mWorldModel->mBall.mPos ).angTheta();
Angle ballToOppGoalRight = ( oppGoalRightKickTo - mWorldModel->mBall.mPos ).angTheta();
Vector3f ultimateTarget = tarKickVector;
Vector3f ballPos = mWorldModel->mBall.mPos;
Vector3f selfPos = mWorldModel->mSelf.mPos;
Vector3f tempTarget;
Vector3f resultTarget;
const float kickUnitAngle = 10.0f;
int checkNum = (int) 180.0f / kickUnitAngle;
Angle startAngle = (ultimateTarget - ballPos).angTheta();
Angle angleNeedToTurn = 0.0f;
// 计算踢球路线 (需要避开障碍物)
for( int i = 0; i < checkNum; i ++ )
{
for( int j = -1; j < 2; j +=2 )
{
angleNeedToTurn = j * i * kickUnitAngle;
Ray tempRay = Ray::MakeRayFromPositionAndAngle( ballPos, startAngle + angleNeedToTurn );
tempTarget = tempRay.GetPoint( kickDist );
if( !IsObstacle( tempTarget ) )
{
if( /*mFieldSquare->IsInField( tempTarget )
||*/ ( tempRay.GetRayAngle() < ballToOppGoalLeft && tempRay.GetRayAngle() > ballToOppGoalRight )
)
{
resultTarget = tempTarget;
return resultTarget;
}
}
}
}
// 没有可踢球路线
return ultimateTarget;
}
//*******************************************************************
// 判断最优接球者(距离最合适)
//*******************************************************************
Vector3f SitKick::PassTo()
{
const float distToPassInFrontOfPlayer = 1.0f;
const float passDist = 5.5f;
const float passDistEps = 2.0f;
float minDistOurPlayerToPassPoint = 100.0f;
Vector3f playerTarToPass;
for( unsigned int i = 0; i < mWorldModel->mOurPlayerNumOnField; i ++ )
{
float tempDist = mWorldModel->mOurTeamPlayer[i].DistXyTo( mWorldModel->mBall.mPos );
if( fabs( tempDist - passDist ) < minDistOurPlayerToPassPoint )
{
playerTarToPass = mWorldModel->mOurTeamPlayer[i].mPos;
}
}
if( fabs(playerTarToPass.distXY2( mWorldModel->mBall.mPos ) - passDist) <= passDistEps )
{
Vector3f tarPassTo = playerTarToPass + ( mWorldModel->mOppGoalCenter - playerTarToPass ).normalize( 1.0f );
return tarPassTo;
}
else
{
Vector3f oppGoalCenter = mWorldModel->mOppGoalCenter;
return KickTo( oppGoalCenter, passDist );
}
}
bool SitKick::IsObstacle( const Vector3f &tarKickVector )
{
Vector3f tarVector = tarKickVector;
const float playerObstacleRadius = 0.5f;
for( unsigned int i = 0; i < mWorldModel->mOppPlayerNumOnField; i ++ )
{
Line kickLine = Line::makeLineFromTwoPoints( mWorldModel->mBall.mPos, tarVector );
if( kickLine.getDistanceWithPoint(mWorldModel->mOppTeamPlayer[i].mPos) <= playerObstacleRadius )
{
float distBallToTar = ( mWorldModel->mBall.mPos.distXY2( tarVector ) );
float distObsToTar = ( mWorldModel->mOppTeamPlayer[i].mPos.distXY2( tarVector ) );
float distObsToBall = ( mWorldModel->mOppTeamPlayer[i].mPos.distXY2( mWorldModel->mBall.mPos ) );
if( distObsToBall < playerObstacleRadius )
{
return true;
}
if( distObsToTar < distBallToTar && distObsToBall < distBallToTar )
{
return true;
}
}
}
// 评价射门路线时,只要队友没有摔倒,就不将其视为障碍物
for( unsigned int i = 1; i < mWorldModel->mOurPlayerNumOnField; i ++ )
{
// 重心高度:0.17f wait to be tested
if( mWorldModel->mOurTeamPlayer[i].mPos.z > 0.17f )
{
continue;
}
Line dribbleLine = Line::makeLineFromTwoPoints( mWorldModel->mBall.mPos, tarVector );
if( dribbleLine.getDistanceWithPoint(mWorldModel->mOurTeamPlayer[i].mPos) <= playerObstacleRadius )
{
float distBallToTar = ( mWorldModel->mBall.mPos.distXY2( tarVector ) );
float distObsToTar = ( mWorldModel->mOurTeamPlayer[i].mPos.distXY2( tarVector ) );
float distObsToBall = ( mWorldModel->mOurTeamPlayer[i].mPos.distXY2( mWorldModel->mBall.mPos ) );
if( distObsToTar < distBallToTar && distObsToBall < distBallToTar )
{
return true;
}
}
}
return false;
}
float SitKick::ShootWeight()
{
const float shootableRadius = 4.0f; //waited to be tested
const Angle shootableAngle = 20.0f; //waited to be tested
float shootDist = mWorldModel->mBall.DistXyTo( mWorldModel->mOppGoalCenter );
Angle ballToLeftOppGoal = mWorldModel->mBall.ThetaTo( mWorldModel->mFieldGoal[GOAL_OPP_LEFT].mPos );
Angle ballToRightOppGoal = mWorldModel->mBall.ThetaTo( mWorldModel->mFieldGoal[GOAL_OPP_RIGHT].mPos );
Angle shootAngle = Normalize( ballToLeftOppGoal - ballToRightOppGoal );
// 进入射门区域
if( shootDist <= shootableRadius )
{
// 进入射门角度
if( fabs(shootAngle) >= shootableAngle )
{
// 没有障碍物
if( !IsObstacle( mWorldModel->mOppGoalCenter) )
{
// 返回最大的优先权
// 比带球的最高优先权略低
// 参见 SitDribble.cpp: DribbleWeight()
return 9.0f;
}
else // 有障碍物阻挡
{
return 6.1f; // 考虑传球,不能高于射门阈值
}
}
else // 没有射门角度
{
return 2.1f; // 考虑传球或带球,不能高于带球阈值
}
}
else // 没有进入射门区域
{
return 6.0f * shootableRadius / shootDist; // 距离越远,权值越低
}
}
float SitKick::PassWeight()
{
const float passableRadius = 5.5f; //waited to be tested
const float agentMoveRadius = 2.0f;
const float passRadiusEps = 2.0f;
bool passble = false;
vector<unsigned int> passToPlayerNum; // 存储的是数组顺序,而非球员号码
passToPlayerNum.resize( 4 ); // 球员数量,多出一个作为预留量
for( unsigned int i = 1; i < mWorldModel->mOurPlayerNumOnField; i ++ )
{
if( mWorldModel->mOurTeamPlayer[i].DistXyTo( mWorldModel->mBall.mPos ) < passableRadius + agentMoveRadius
&& mWorldModel->mOurTeamPlayer[i].DistXyTo( mWorldModel->mBall.mPos ) > passableRadius - agentMoveRadius
)
{
Ray passRay = Ray::MakeRayFromPositionAndAngle( mWorldModel->mBall.mPos, mWorldModel->mBall.ThetaTo( mWorldModel->mOurTeamPlayer[i].mPos ) );
Vector3f ballStopPos = passRay.GetPoint( passableRadius );
if( mFieldSquare->IsInField( ballStopPos ) )
{
passble = true;
}
}
passToPlayerNum.push_back( i );
}
// 所有队友都不在传球范围内
if( !passble )
{
SitKickLog << "Pass Weight: " << "No Companion In Position " << endl;
//float deltaSpeed = mAgentInfo->GetOppMaxSpeed() / mAgentInfo->GetOurMaxSpeed();
//if( deltaSpeed > 1.2f )
//{
// deltaSpeed = 1.2f;
//}
//float tempPassWeight = 5.0f / deltaSpeed;
//if( tempPassWeight > 9.3f )
//{
// tempPassWeight = 9.3f;
//}
float tempPassWeight = 4.8f;
float diffStrendgh = 1.0f;
if( mWorldModel->mOppStrength == OS_Strong )
{
diffStrendgh = 1.3f;
}
else if( mWorldModel->mOppStrength == OS_Weak )
{
diffStrendgh = 1.0f / 1.3f;
}
tempPassWeight /= diffStrendgh;
return tempPassWeight;
// 考虑传球或带球
// 自己比对方走的越快,越应该加强传球
}
// 判断可传球队员距离对方的最小距离
const float passOppRadius = 1.0f; // 传球点半径范围内不能有对方球员
const float minPlayerShootAngle = 40.0f;
passble = false;
for( unsigned int i = 0; i < passToPlayerNum.size(); i ++ )
{
for( unsigned int j = 0; j < mWorldModel->mOppPlayerNumOnField; j ++ )
{
float miniDistToOpp = mWorldModel->mOurTeamPlayer[ passToPlayerNum.at(i) ].DistXyTo( mWorldModel->mOppTeamPlayer[j].mPos );
// 如果是自己,就不要传了
if( passToPlayerNum.at(i) == 0 )
{
continue;
}
// 如果队友旁边有人,也不能传
if( miniDistToOpp < passOppRadius )
{
continue;
}
Angle angToOppGoalLeft = mWorldModel->mOurTeamPlayer[ passToPlayerNum.at(i) ].ThetaTo( mWorldModel->mFieldGoal[GOAL_OPP_LEFT].mPos );
Angle angToOppGoalRight = mWorldModel->mOurTeamPlayer[ passToPlayerNum.at(i) ].ThetaTo( mWorldModel->mFieldGoal[GOAL_OPP_RIGHT].mPos );
Angle shootAngle = Normalize( angToOppGoalLeft - angToOppGoalRight );
// 如果队友射门角度太小,还是不能传
if( fabs(shootAngle) < minPlayerShootAngle )
{
continue;
}
else
{
passble = true;
}
}
}
if( passble )
{
SitKickLog << "Pass Weight: " << "Companion In Position " << endl;
return 6.1f;
}
else
{
SitKickLog << "Pass Weight: " << "Default -- Don't Pass " << endl;
return 2.3f;
}
}