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SitRun.cpp
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executable file
·607 lines (474 loc) · 19.6 KB
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#include "SitRun.h"
#define SitRunLog gLog<< "[sitRun] "
SitRun::SitRun( WorldModel *wm, FieldSquare *square, AgentInfo *agentInfo )
{
mWorldModel = wm;
mFieldSquare = square;
mAgentInfo = agentInfo;
}
SitRun::~SitRun()
{
}
Vector3f SitRun::AttackRunPos( AttDefkTrend attDefTrend )
{
if( attDefTrend == ADT_FullAttack )
{
return FullAttackRunPos();
}
else if( attDefTrend == ADT_TrendAttack )
{
return TrendAttackRunPos();
}
else if( attDefTrend == ADT_NormalAttack )
{
return NormalAttackRunPos();
}
else if( attDefTrend == ADT_NormalDefence )
{
return NormalDefenceRunPos();
}
else if( attDefTrend == ADT_TrendDefence )
{
return TrendDefenceRunPos();
}
else
{
return FullDefenceRunPos();
}
}
//******************************************************************
// 强进攻跑位
// 跑到队友可以传球的点
//******************************************************************
Vector3f SitRun::FullAttackRunPos()
{
return NormalAttackRunPos();
SitRunLog << "FullAttackRunPos" << endl;
const float passDist = 5.5f;
const float basicDeltaAngle = 30.0f;
Angle basicAngle;
Vector3f basicTarPos;
Angle startAngle = Normalize( ( mWorldModel->mOppGoalCenter - mWorldModel->mBall.mPos ).angTheta() );
Ray basicRay_1 = Ray::MakeRayFromPositionAndAngle( mWorldModel->mBall.mPos, startAngle + basicDeltaAngle );
Ray basicRay_2 = Ray::MakeRayFromPositionAndAngle( mWorldModel->mBall.mPos, startAngle -basicDeltaAngle );
Vector3f basicTar_1 = basicRay_1.GetPoint( passDist );
Vector3f basicTar_2 = basicRay_2.GetPoint( passDist );
float minBasicDist_1 = mWorldModel->mSelf.DistXyTo( basicTar_1 );
float minBasicDist_2 = mWorldModel->mSelf.DistXyTo( basicTar_2 );
if( minBasicDist_1 <= minBasicDist_2 )
{
basicAngle = startAngle + basicDeltaAngle;
basicTarPos = basicTar_1;
}
else
{
basicAngle = startAngle - basicDeltaAngle;
basicTarPos = basicTar_2;
}
const float minDistObs = 1.0f;
const Angle unitAngle = 2.0f;
const Angle minShootAngle = 20.0f;
float minDistToOppPlayer = 100.0f;
float resultTarAngle;
Vector3f resultTarPos;
for( int i = 0; i < (int)40.0f / unitAngle; i ++ )
{
for( int j = 1; j > -2; j -= 2 )
{
Angle deltaAngle = unitAngle * j * i;
Ray tempRay = Ray::MakeRayFromPositionAndAngle( mWorldModel->mBall.mPos, basicAngle + deltaAngle );
resultTarPos = tempRay.GetPoint( passDist );
Angle tempAngToOppGoal = Normalize( ( mWorldModel->mOppGoalCenter - resultTarPos ).angTheta() );
if( !mFieldSquare->IsInField( resultTarPos ) )
{
continue;
}
Angle angToOppGoalLeft = resultTarPos.angTheta2( mWorldModel->mFieldGoal[GOAL_OPP_LEFT].mPos );
Angle angToOppGoalRight = resultTarPos.angTheta2( mWorldModel->mFieldGoal[GOAL_OPP_RIGHT].mPos );
Angle shootAngle = Normalize( angToOppGoalLeft - angToOppGoalRight );
if( shootAngle < minShootAngle )
{
continue;
}
for( unsigned int i = 0; i < mWorldModel->mOppPlayerNumOnField; i ++ )
{
float tempDist = mWorldModel->mOppTeamPlayer[i].DistXyTo( basicTarPos );
if( tempDist < minDistToOppPlayer )
{
minDistToOppPlayer = tempDist;
}
}
if( minDistToOppPlayer >= minDistObs )
{
SitRunLog << "Compute Run Pos Ready! "
<< " Dist To Ball: " << resultTarPos.distXY2( mWorldModel->mBall.mPos )
<< " Angle to Ball: " << resultTarPos.angTheta2( mWorldModel->mBall.mPos )
<< " Angle to Opp Goal " << resultTarPos.angTheta2( mWorldModel->mOppGoalCenter )
<< endl;
return resultTarPos;
}
}
}
// 计算不出合适的跑位点
// 跑到离球门较近的区域
//const float resultDist = 2.0f;
float resultDist = mWorldModel->mBall.DistXyTo( mWorldModel->mOppGoalCenter ) / 2.0f;
if( resultDist < 2.0f )
{
resultDist = 2.0f;
}
Ray resultTarRay_1 = Ray::MakeRayFromPositionAndAngle( mWorldModel->mOppGoalCenter, 135.0f );
Ray resultTarRay_2 = Ray::MakeRayFromPositionAndAngle( mWorldModel->mOppGoalCenter, -135.0f );
Vector3f resultTar_1 = resultTarRay_1.GetPoint( resultDist );
Vector3f resultTar_2 = resultTarRay_2.GetPoint( resultDist );
float resultDistToTar_1 = mWorldModel->mSelf.DistXyTo( resultTar_1 );
float resultDistToTar_2 = mWorldModel->mSelf.DistXyTo( resultTar_2 );
if( resultDistToTar_1 <= resultDistToTar_2 )
{
resultTarPos = resultTar_1;
}
else
{
resultTarPos = resultTar_2;
}
SitRunLog << "Goto Near Opp Goal " << resultTarPos.x << " " << resultTarPos.y << endl;
return resultTarPos;
}
//******************************************************************
// 中进攻跑位
// //平行跟随进攻队员
// 同 NormalAttackRunPos
//******************************************************************
Vector3f SitRun::TrendAttackRunPos()
{
return NormalAttackRunPos();
// 如果场上只有自己,则向球跑位
// 正常情况下,如果场上只有自己,则会进入控球决策,不会进入这里
// 只是防止代码的Bug,才这么写
if( mWorldModel->mOurPlayerNumOnField == 1 )
{
return mWorldModel->mBall.mPos;
}
// 判断我方控球队员的位置
float minDistToBall = 100.0f;
unsigned int playerNum = 0;
for( unsigned int i = 1; i < mWorldModel->mOurPlayerNumOnField; i ++ )
{
float distToBall = mWorldModel->mOurTeamPlayer[i].DistXyTo( mWorldModel->mBall.mPos );
if( distToBall < minDistToBall )
{
minDistToBall = distToBall;
playerNum = i;
}
}
const float paraDist = 1.0f;
Angle angBallToOppGoal = Normalize( mWorldModel->mBall.ThetaTo( mWorldModel->mOppGoalCenter ) );
Angle paraAng;
if( angBallToOppGoal >= 0.0f )
{
paraAng = angBallToOppGoal + 90.0f;
}
else
{
paraAng = angBallToOppGoal - 90.0f;
}
Ray paraRay = Ray::MakeRayFromPositionAndAngle( mWorldModel->mBall.mPos, paraAng );
Vector3f runPos = paraRay.GetPoint( paraDist );
SitRunLog << "TrendAttackRunPos: " << runPos.x << " " << runPos.y << endl;
return runPos;
}
//******************************************************************
// 正常进攻跑位
// 跑位点为球的后面一定距离(followBallDist)
//******************************************************************
Vector3f SitRun::NormalAttackRunPos()
{
SitRunLog << "NormalAttackRunPos" << endl;
//const float followBallDist = 1.5f;
//const float backBallDist = 0.5f;
//Vector3f backBallPos = mWorldModel->mBall.mPos - ( mWorldModel->mOppGoalCenter - mWorldModel->mBall.mPos ).normalize( backBallDist );
////Ray followBallRay = Ray::MakeRayFromPositionAndAngle( backBallPos, 180.0f );
////Vector3f followBallPos = followBallRay.GetPoint( followBallDist );
//Angle followBallAng = backBallPos.angTheta2( mWorldModel->mSelf.mPos );
//Ray followBallRay = Ray::MakeRayFromPositionAndAngle( backBallPos, followBallAng );
//Vector3f followBallPos = followBallRay.GetPoint( followBallDist );
//return followBallPos;
const float followBallDist = 1.5f;
Vector3f posFollowBall;
Angle angBallToSelf = mWorldModel->mBall.mPos.angTheta2( mWorldModel->mSelf.mPos );
Angle angSelfToBall = mWorldModel->mSelf.mPos.angTheta2( mWorldModel->mSelf.mPos );
Angle angBallToOurGoal = Normalize( mWorldModel->mBall.mPos.angTheta2( mWorldModel->mOurGoalCenter ) );
Angle angBallToOurGoalLeft = Normalize( angBallToOurGoal - 45.0f );
Angle angBallToOurGoalRight = Normalize( angBallToOurGoal + 45.0f );
Ray rayBallToSelf = Ray::MakeRayFromPositionAndAngle( mWorldModel->mBall.mPos, angBallToSelf );
Ray raySelfToBall = Ray::MakeRayFromPositionAndAngle( mWorldModel->mSelf.mPos, angSelfToBall );
Ray rayBallToOurGoalLeft = Ray::MakeRayFromPositionAndAngle( mWorldModel->mBall.mPos, angBallToOurGoalLeft );
Ray rayBallToOurGoalRight = Ray::MakeRayFromPositionAndAngle( mWorldModel->mBall.mPos, angBallToOurGoalRight );
Vector3f followBallPos_1 = rayBallToSelf.GetPoint( followBallDist );
Vector3f followBallPos_2 = raySelfToBall.GetPoint( followBallDist );
Vector3f followBallPos_3 = rayBallToOurGoalLeft.GetPoint( followBallDist );
Vector3f followBallPos_4 = rayBallToOurGoalRight.GetPoint( followBallDist );
float distPos_1 = followBallPos_1.distXY2( mWorldModel->mOurGoalCenter );
float distPos_2 = followBallPos_2.distXY2( mWorldModel->mOurGoalCenter );
float distPos_3 = followBallPos_3.distXY2( mWorldModel->mOurGoalCenter );
float distPos_4 = followBallPos_4.distXY2( mWorldModel->mOurGoalCenter );
Vector3f basicFollowPos;
if( distPos_1 <= distPos_2 )
{
basicFollowPos = distPos_1;
}
else
{
basicFollowPos = distPos_2;
}
const float ourPlayerCirRadius = 1.5f;
float distBasicPos = basicFollowPos.distXY2( mWorldModel->mOurGoalCenter );
if( distBasicPos <= distPos_3 && distBasicPos <= distPos_4 )
{
posFollowBall = basicFollowPos;
}
else if( distPos_3 < distBasicPos && distPos_3 <= distPos_4 )
{
posFollowBall = followBallPos_3;
}
else
{
posFollowBall = followBallPos_4;
}
return posFollowBall;
}
//******************************************************************
// 强防守跑位
// 不顾一切向球点跑
//******************************************************************
Vector3f SitRun::FullDefenceRunPos()
{
const float gotoControlBallRaidus = 1.5f;
const float controlBallRadius = 1.0f;
const float outsideBallDist = 1.5f;
const Vector3f basicDefPosMiddle( -( mWorldModel->mFieldLength / 2.0f - mWorldModel->mPenaltyLength ), 0.0f, 0.0f );
const Vector3f basicDefPosLeft( -( mWorldModel->mFieldLength / 2.0f - mWorldModel->mPenaltyLength ), mWorldModel->mPenaltyWidth / 2.0f , 0.0f );
const Vector3f basicDefPosRight( -( mWorldModel->mFieldLength / 2.0f - mWorldModel->mPenaltyLength ), -mWorldModel->mPenaltyWidth / 2.0f , 0.0f );
float distBallToOurGoal = mWorldModel->mBall.DistXyTo( mWorldModel->mOurGoalCenter );
Vector3f runPos;
float myDistToBall = mWorldModel->mSelf.DistXyTo( mWorldModel->mBall.mPos );
if( mWorldModel->mBall.mPos.x < mWorldModel->mSelf.mPos.x )
{
SitRunLog << "FullDefenceRunPos: " << "球在我的后面" << endl;
if( mWorldModel->mBall.mPos.x > mWorldModel->mPenaltyLength * 1.5f )
{
if( mWorldModel->mBall.mPos.y > mWorldModel->mPenaltyWidth / 2.0f )
{
runPos = basicDefPosLeft;
}
else if( mWorldModel->mBall.mPos.y < -mWorldModel->mPenaltyWidth / 2.0f )
{
runPos = basicDefPosRight;
}
else
{
runPos = basicDefPosMiddle;
}
}
else
{
Angle runPosAngle = mWorldModel->mBall.mPos.angTheta2( mWorldModel->mOurGoalCenter );
Ray runPosRay = Ray::MakeRayFromPositionAndAngle( mWorldModel->mBall.mPos, runPosAngle );
runPos = runPosRay.GetPoint( controlBallRadius );
}
}
else if( myDistToBall <= gotoControlBallRaidus )
{
SitRunLog << "FullDefenceRunPos: " << "我靠近球" << endl;
//Angle runPosAngle = mWorldModel->mBall.mPos.angTheta2( mWorldModel->mOurGoalCenter );
Angle tempBisect = mWorldModel->mBall.mPos.angTheta2(mWorldModel->mFieldGoal[GOAL_OUR_LEFT].mPos) +
0.5 * Normalize(mWorldModel->mBall.mPos.angTheta2(mWorldModel->mFieldGoal[GOAL_OUR_RIGHT].mPos)
- mWorldModel->mBall.mPos.angTheta2(mWorldModel->mFieldGoal[GOAL_OUR_LEFT].mPos));
Ray runPosRay = Ray::MakeRayFromPositionAndAngle( mWorldModel->mBall.mPos, tempBisect );
runPos = runPosRay.GetPoint( distBallToOurGoal * 0.4f );
}
else
{
SitRunLog << "FullDefenceRunPos: " << "我远离球" << endl;
//Angle runPosAngle = mWorldModel->mBall.mPos.angTheta2( mWorldModel->mOurGoalCenter );
Angle tempBisect = mWorldModel->mBall.mPos.angTheta2(mWorldModel->mFieldGoal[GOAL_OUR_LEFT].mPos) +
0.5 * Normalize(mWorldModel->mBall.mPos.angTheta2(mWorldModel->mFieldGoal[GOAL_OUR_RIGHT].mPos)
- mWorldModel->mBall.mPos.angTheta2(mWorldModel->mFieldGoal[GOAL_OUR_LEFT].mPos));
Ray runPosRay = Ray::MakeRayFromPositionAndAngle( mWorldModel->mBall.mPos, tempBisect );
runPos = runPosRay.GetPoint( distBallToOurGoal * 0.5f );
}
const float minDistToDefPos = 1.5f;
const float minDefRadius = 1.0f;
if( mWorldModel->mSelf.DistXyTo( runPos ) <= minDistToDefPos )
{
//Angle tempBisect = mWorldModel->mBall.mPos.angTheta2(mWorldModel->mFieldGoal[GOAL_OUR_LEFT].mPos) +
// 0.5 * (mWorldModel->mBall.mPos.angTheta2(mWorldModel->mFieldGoal[GOAL_OUR_RIGHT].mPos)
// - mWorldModel->mBall.mPos.angTheta2(mWorldModel->mFieldGoal[GOAL_OUR_LEFT].mPos));
//Ray defenceRay = Ray::MakeRayFromPositionAndAngle( mWorldModel->mBall.mPos, tempBisect );
//Vector3f defencePos = defenceRay.GetPoint( minDefRadius );
float minOppDistToOurGoal = 100.0f;
Vector3f minOppPosToOurGoal(100.0f,100.0f,0.0f);
for( unsigned int i = 0; i < mWorldModel->mOppPlayerNumOnField; i ++ )
{
float tempDist = mWorldModel->mOppTeamPlayer[i].DistXyTo( mWorldModel->mOurGoalCenter );
if( tempDist < minOppDistToOurGoal )
{
minOppDistToOurGoal = tempDist;
minOppPosToOurGoal = mWorldModel->mOppTeamPlayer[i].mPos;
}
}
runPos = minOppPosToOurGoal;
//runPos = defencePos;
}
SitRunLog << "FullDefenceRunPos: "
<< "MyDistToBall: " << myDistToBall << " "
<< "RunPos: " << runPos.x << " " << runPos.y
<< endl;
return runPos;
}
//******************************************************************
// 中防守跑位
// 跑到球门与球连线的防守半径上
//******************************************************************
Vector3f SitRun::TrendDefenceRunPos()
{
const float nearBallDist = 1.0f;
const float defenceRadius = mWorldModel->mFieldLength / 12.0f;
const Vector3f basicDefPosMiddle( -( mWorldModel->mFieldLength / 2.0f - mWorldModel->mPenaltyLength ), 0.0f, 0.0f );
const Vector3f basicDefPosLeft( -( mWorldModel->mFieldLength / 2.0f - mWorldModel->mPenaltyLength ), mWorldModel->mPenaltyWidth / 2.0f , 0.0f );
const Vector3f basicDefPosRight( -( mWorldModel->mFieldLength / 2.0f - mWorldModel->mPenaltyLength ), -mWorldModel->mPenaltyWidth / 2.0f , 0.0f );
Vector3f runPos;
float distBallToOurGoal = mWorldModel->mBall.DistXyTo( mWorldModel->mOurGoalCenter );
float myDistToBall = mWorldModel->mSelf.DistXyTo( mWorldModel->mBall.mPos );
float myDistToOurGoal = mWorldModel->mSelf.DistXyTo( mWorldModel->mOurGoalCenter );
if( mWorldModel->mBall.mPos.x < mWorldModel->mSelf.mPos.x )
{
SitRunLog << "TrendDefenceRunPos: " << "球在我的后面" << endl;
if( mWorldModel->mBall.mPos.x > mWorldModel->mPenaltyLength * 1.5f )
{
if( mWorldModel->mBall.mPos.y > mWorldModel->mPenaltyWidth / 2.0f )
{
runPos = basicDefPosLeft;
}
else if( mWorldModel->mBall.mPos.y < -mWorldModel->mPenaltyWidth / 2.0f )
{
runPos = basicDefPosRight;
}
else
{
runPos = basicDefPosMiddle;
}
}
else
{
Angle runPosAngle = mWorldModel->mBall.mPos.angTheta2( mWorldModel->mOurGoalCenter );
Ray runPosRay = Ray::MakeRayFromPositionAndAngle( mWorldModel->mBall.mPos, runPosAngle );
runPos = runPosRay.GetPoint( nearBallDist );
}
}
else if( myDistToOurGoal <= defenceRadius )
{
SitRunLog << "TrendDefenceRunPos: " << "我靠近球" << endl;
//Angle defenceAng = mWorldModel->mOurGoalCenter.angTheta2( mWorldModel->mBall.mPos );
Angle tempBisect = mWorldModel->mBall.mPos.angTheta2(mWorldModel->mFieldGoal[GOAL_OUR_LEFT].mPos) +
0.5 * Normalize(mWorldModel->mBall.mPos.angTheta2(mWorldModel->mFieldGoal[GOAL_OUR_RIGHT].mPos)
- mWorldModel->mBall.mPos.angTheta2(mWorldModel->mFieldGoal[GOAL_OUR_LEFT].mPos));
Ray defenceRay = Ray::MakeRayFromPositionAndAngle( mWorldModel->mBall.mPos, tempBisect );
Vector3f defencePos = defenceRay.GetPoint( distBallToOurGoal * 0.3f );
runPos = defencePos;
}
else
{
SitRunLog << "TrendDefenceRunPos: " << "我远离球" << endl;
//Angle defenceAng = mWorldModel->mOurGoalCenter.angTheta2( mWorldModel->mBall.mPos );
Angle tempBisect = mWorldModel->mBall.mPos.angTheta2(mWorldModel->mFieldGoal[GOAL_OUR_LEFT].mPos) +
0.5 * Normalize(mWorldModel->mBall.mPos.angTheta2(mWorldModel->mFieldGoal[GOAL_OUR_RIGHT].mPos)
- mWorldModel->mBall.mPos.angTheta2(mWorldModel->mFieldGoal[GOAL_OUR_LEFT].mPos));
Ray defenceRay = Ray::MakeRayFromPositionAndAngle( mWorldModel->mBall.mPos, tempBisect );
Vector3f defencePos = defenceRay.GetPoint( distBallToOurGoal * 0.4f );
runPos = defencePos;
}
const float minDistToDefPos = 1.5f;
const float minDefRadius = 1.0f;
if( mWorldModel->mSelf.DistXyTo( runPos ) <= minDistToDefPos )
{
SitRunLog << "In Defence Position" << endl;
//Angle tempBisect = mWorldModel->mBall.mPos.angTheta2(mWorldModel->mFieldGoal[GOAL_OUR_LEFT].mPos) +
// 0.5 * (mWorldModel->mBall.mPos.angTheta2(mWorldModel->mFieldGoal[GOAL_OUR_RIGHT].mPos)
// - mWorldModel->mBall.mPos.angTheta2(mWorldModel->mFieldGoal[GOAL_OUR_LEFT].mPos));
//Ray defenceRay = Ray::MakeRayFromPositionAndAngle( mWorldModel->mBall.mPos, tempBisect );
//Vector3f defencePos = defenceRay.GetPoint( minDefRadius );
float minOppDistToOurGoal = 100.0f;
Vector3f minOppPosToOurGoal(100.0f,100.0f,0.0f);
for( unsigned int i = 0; i < mWorldModel->mOppPlayerNumOnField; i ++ )
{
float tempDist = mWorldModel->mOppTeamPlayer[i].DistXyTo( mWorldModel->mOurGoalCenter );
if( tempDist < minOppDistToOurGoal )
{
minOppDistToOurGoal = tempDist;
minOppPosToOurGoal = mWorldModel->mOppTeamPlayer[i].mPos;
}
}
runPos = minOppPosToOurGoal;
//runPos = defencePos;
}
SitRunLog << "TrendDefenceRunPos: " << runPos.x << " " << runPos.y << endl;
return runPos;
}
//******************************************************************
// 正常防守跑位
// 盯住对方前锋
//******************************************************************
Vector3f SitRun::NormalDefenceRunPos()
{
float minOppDistToOurGoal = 100.0f;
Vector3f mostNearOurGoalPos;
for( unsigned int i = 0; i < mWorldModel->mOppPlayerNumOnField; i ++ )
{
float tempDist = mWorldModel->mOppTeamPlayer[i].DistXyTo( mWorldModel->mOurGoalCenter );
if( tempDist < minOppDistToOurGoal )
{
minOppDistToOurGoal = tempDist;
mostNearOurGoalPos = mWorldModel->mOppTeamPlayer[i].mPos;
}
}
Vector3f runPos;
const float oppInBallControlRadius = 1.0f;
float defenceRadius = mWorldModel->mFieldLength * 0.3f;
// 对方没有对我方形成威胁
if( minOppDistToOurGoal > mWorldModel->mFieldLength * 0.45f )
{
SitRunLog << "NormalDefenceRunPos " << "对方没有对我方形成威胁" << endl;
//Angle defenceAng = mWorldModel->mOurGoalCenter.angTheta2( mWorldModel->mBall.mPos );
//Ray defenceRay = Ray::MakeRayFromPositionAndAngle( mWorldModel->mOurGoalCenter, 0.0f );
//runPos = defenceRay.GetPoint( defenceRadius );
runPos = NormalAttackRunPos();
}
else
{
float oppDistToBall = mostNearOurGoalPos.distXY2( mWorldModel->mBall.mPos );
// 对方没有控球
if( oppDistToBall > oppInBallControlRadius )
{
SitRunLog << "NormalDefenceRunPos " << "对方没有控球" << endl;
Angle defenceAng = mWorldModel->mOurGoalCenter.angTheta2( mostNearOurGoalPos );
Ray defenceRay = Ray::MakeRayFromPositionAndAngle( mWorldModel->mOurGoalCenter, defenceAng );
Vector3f defencePos = defenceRay.GetPoint( minOppDistToOurGoal * 0.7f );
runPos = defencePos;
}
else
{
SitRunLog << "NormalDefenceRunPos " << "对方控球" << endl;
Angle defenceAng = mWorldModel->mOurGoalCenter.angTheta2( mostNearOurGoalPos );
Ray defenceRay = Ray::MakeRayFromPositionAndAngle( mWorldModel->mOurGoalCenter, defenceAng );
Vector3f defencePos = defenceRay.GetPoint( minOppDistToOurGoal * 0.5f );
runPos = defencePos;
}
}
SitRunLog << "NormalDefenceRunPos "
<< " MinOppDistToOurGoal: " << minOppDistToOurGoal
<< " MostNearOurGoalPos: " << mostNearOurGoalPos.x << " " << mostNearOurGoalPos.y
<< " RunPos: " << runPos.x << " " << runPos.y
<< endl;
return runPos;
}