void BallInterception::call( ) { // Detectamos si la habilidad ha sido interrumpuda if( m_world->time() - m_last_call_time > 1 ) m_state = START; m_last_call_time = m_world->time(); State tmp_state = m_state; switch( tmp_state ) { case START: start(); break; case SEARCH_BALL: searchBall(); break; case COMPUTE_POINT_TURN: computePointTurn(); break; case GO: go(); break; case FREEZE: freeze(); break; } }
void BallInterception::start() { m_state = START; m_turn_requested = false; searchBall(); }
/*!This method is the first complete simple team and defines the actions taken by all the players on the field (excluding the goalie). It is based on the high-level actions taken by the simple team FC Portugal that it released in 2000. The players do the following: - if ball is kickable kick ball to goal (random corner of goal) - else if i am fastest player to ball intercept the ball - else move to strategic position based on your home position and pos ball */ SoccerCommand Player::deMeer5( ) { SoccerCommand soc(CMD_ILLEGAL); VecPosition posAgent = WM->getAgentGlobalPosition(); VecPosition posBall = WM->getBallPos(); int iTmp; if( WM->isBeforeKickOff( ) ) { if( WM->isKickOffUs( ) && WM->getPlayerNumber() == 9 ) // 9 takes kick { if( WM->isBallKickable() ) { VecPosition posGoal( PITCH_LENGTH/2.0, (-1 + 2*(WM->getCurrentCycle()%2)) * 0.4 * SS->getGoalWidth() ); soc = kickTo( posGoal, SS->getBallSpeedMax() ); // kick maximal Log.log( 100, "take kick off" ); } else { soc = intercept( false ); Log.log( 100, "move to ball to take kick-off" ); } ACT->putCommandInQueue( soc ); ACT->putCommandInQueue( turnNeckToObject( OBJECT_BALL, soc ) ); return soc; } if( formations->getFormation() != FT_INITIAL || // not in kickoff formation posAgent.getDistanceTo( WM->getStrategicPosition() ) > 2.0 ) { formations->setFormation( FT_INITIAL ); // go to kick_off formation ACT->putCommandInQueue( soc=teleportToPos( WM->getStrategicPosition() )); } else // else turn to center { ACT->putCommandInQueue( soc=turnBodyToPoint( VecPosition( 0, 0 ), 0 ) ); ACT->putCommandInQueue( alignNeckWithBody( ) ); } } else { formations->setFormation( FT_433_OFFENSIVE ); soc.commandType = CMD_ILLEGAL; if( WM->getConfidence( OBJECT_BALL ) < PS->getBallConfThr() ) { ACT->putCommandInQueue( soc = searchBall() ); // if ball pos unknown ACT->putCommandInQueue( alignNeckWithBody( ) ); // search for it } else if( WM->isBallKickable()) // if kickable { VecPosition posGoal( PITCH_LENGTH/2.0, (-1 + 2*(WM->getCurrentCycle()%2)) * 0.4 * SS->getGoalWidth() ); soc = kickTo( posGoal, SS->getBallSpeedMax() ); // kick maxima ACT->putCommandInQueue( soc ); ACT->putCommandInQueue( turnNeckToObject( OBJECT_BALL, soc ) ); Log.log( 100, "kick ball" ); } else if( WM->getFastestInSetTo( OBJECT_SET_TEAMMATES, OBJECT_BALL, &iTmp ) == WM->getAgentObjectType() && !WM->isDeadBallThem() ) { // if fastest to ball Log.log( 100, "I am fastest to ball; can get there in %d cycles", iTmp ); soc = intercept( false ); // intercept the ball if( soc.commandType == CMD_DASH && // if stamina low WM->getAgentStamina().getStamina() < SS->getRecoverDecThr()*SS->getStaminaMax()+200 ) { soc.dPower = 30.0 * WM->getAgentStamina().getRecovery(); // dash slow ACT->putCommandInQueue( soc ); ACT->putCommandInQueue( turnNeckToObject( OBJECT_BALL, soc ) ); } else // if stamina high { ACT->putCommandInQueue( soc ); // dash as intended ACT->putCommandInQueue( turnNeckToObject( OBJECT_BALL, soc ) ); } } else if( posAgent.getDistanceTo(WM->getStrategicPosition()) > 1.5 + fabs(posAgent.getX()-posBall.getX())/10.0) // if not near strategic pos { if( WM->getAgentStamina().getStamina() > // if stamina high SS->getRecoverDecThr()*SS->getStaminaMax()+800 ) { soc = moveToPos(WM->getStrategicPosition(), PS->getPlayerWhenToTurnAngle()); ACT->putCommandInQueue( soc ); // move to strategic pos ACT->putCommandInQueue( turnNeckToObject( OBJECT_BALL, soc ) ); } else // else watch ball { ACT->putCommandInQueue( soc = turnBodyToObject( OBJECT_BALL ) ); ACT->putCommandInQueue( turnNeckToObject( OBJECT_BALL, soc ) ); } } else if( fabs( WM->getRelativeAngle( OBJECT_BALL ) ) > 1.0 ) // watch ball { ACT->putCommandInQueue( soc = turnBodyToObject( OBJECT_BALL ) ); ACT->putCommandInQueue( turnNeckToObject( OBJECT_BALL, soc ) ); } else // nothing to do ACT->putCommandInQueue( SoccerCommand(CMD_TURNNECK,0.0) ); } return soc; }
/*!This method is a simple goalie based on the goalie of the simple Team of FC Portugal. It defines a rectangle in its penalty area and moves to the position on this rectangle where the ball intersects if you make a line between the ball position and the center of the goal. If the ball can be intercepted in the own penalty area the ball is intercepted and catched. */ SoccerCommand Player::deMeer5_goalie( ) { int i; SoccerCommand soc; VecPosition posAgent = WM->getAgentGlobalPosition(); AngDeg angBody = WM->getAgentGlobalBodyAngle(); // define the top and bottom position of a rectangle in which keeper moves static const VecPosition posLeftTop( -PITCH_LENGTH/2.0 + 0.7*PENALTY_AREA_LENGTH, -PENALTY_AREA_WIDTH/4.0 ); static const VecPosition posRightTop( -PITCH_LENGTH/2.0 + 0.7*PENALTY_AREA_LENGTH, +PENALTY_AREA_WIDTH/4.0 ); // define the borders of this rectangle using the two points. static Line lineFront = Line::makeLineFromTwoPoints(posLeftTop,posRightTop); static Line lineLeft = Line::makeLineFromTwoPoints( VecPosition( -50.0, posLeftTop.getY()), posLeftTop ); static Line lineRight = Line::makeLineFromTwoPoints( VecPosition( -50.0, posRightTop.getY()),posRightTop ); if( WM->isBeforeKickOff( ) ) { if( formations->getFormation() != FT_INITIAL || // not in kickoff formation posAgent.getDistanceTo( WM->getStrategicPosition() ) > 2.0 ) { formations->setFormation( FT_INITIAL ); // go to kick_off formation ACT->putCommandInQueue( soc=teleportToPos(WM->getStrategicPosition()) ); } else // else turn to center { ACT->putCommandInQueue( soc = turnBodyToPoint( VecPosition( 0, 0 ), 0 )); ACT->putCommandInQueue( alignNeckWithBody( ) ); } return soc; } if( WM->getConfidence( OBJECT_BALL ) < PS->getBallConfThr() ) { // confidence ball too low ACT->putCommandInQueue( searchBall() ); // search ball ACT->putCommandInQueue( alignNeckWithBody( ) ); } else if( WM->getPlayMode() == PM_PLAY_ON || WM->isFreeKickThem() || WM->isCornerKickThem() ) { if( WM->isBallCatchable() ) { ACT->putCommandInQueue( soc = catchBall() ); ACT->putCommandInQueue( turnNeckToObject( OBJECT_BALL, soc ) ); } else if( WM->isBallKickable() ) { soc = kickTo( VecPosition(0,posAgent.getY()*2.0), 2.0 ); ACT->putCommandInQueue( soc ); ACT->putCommandInQueue( turnNeckToObject( OBJECT_BALL, soc ) ); } else if( WM->isInOwnPenaltyArea( getInterceptionPointBall( &i, true ) ) && WM->getFastestInSetTo( OBJECT_SET_PLAYERS, OBJECT_BALL, &i ) == WM->getAgentObjectType() ) { ACT->putCommandInQueue( soc = intercept( true ) ); ACT->putCommandInQueue( turnNeckToObject( OBJECT_BALL, soc ) ); } else { // make line between own goal and the ball VecPosition posMyGoal = ( WM->getSide() == SIDE_LEFT ) ? SoccerTypes::getGlobalPositionFlag(OBJECT_GOAL_L, SIDE_LEFT ) : SoccerTypes::getGlobalPositionFlag(OBJECT_GOAL_R, SIDE_RIGHT); Line lineBall = Line::makeLineFromTwoPoints( WM->getBallPos(),posMyGoal); // determine where your front line intersects with the line from ball VecPosition posIntersect = lineFront.getIntersection( lineBall ); // outside rectangle, use line at side to get intersection if (posIntersect.isRightOf( posRightTop ) ) posIntersect = lineRight.getIntersection( lineBall ); else if (posIntersect.isLeftOf( posLeftTop ) ) posIntersect = lineLeft.getIntersection( lineBall ); if( posIntersect.getX() < -49.0 ) posIntersect.setX( -49.0 ); // and move to this position if( posIntersect.getDistanceTo( WM->getAgentGlobalPosition() ) > 0.5 ) { soc = moveToPos( posIntersect, PS->getPlayerWhenToTurnAngle() ); ACT->putCommandInQueue( soc ); ACT->putCommandInQueue( turnNeckToObject( OBJECT_BALL, soc ) ); } else { ACT->putCommandInQueue( soc = turnBodyToObject( OBJECT_BALL ) ); ACT->putCommandInQueue( turnNeckToObject( OBJECT_BALL, soc ) ); } } } else if( WM->isFreeKickUs() == true || WM->isGoalKickUs() == true ) { if( WM->isBallKickable() ) { if( WM->getTimeSinceLastCatch() == 25 && WM->isFreeKickUs() ) { // move to position with lesser opponents. if( WM->getNrInSetInCircle( OBJECT_SET_OPPONENTS, Circle(posRightTop, 15.0 )) < WM->getNrInSetInCircle( OBJECT_SET_OPPONENTS, Circle(posLeftTop, 15.0 )) ) soc.makeCommand( CMD_MOVE,posRightTop.getX(),posRightTop.getY(),0.0); else soc.makeCommand( CMD_MOVE,posLeftTop.getX(), posLeftTop.getY(), 0.0); ACT->putCommandInQueue( soc ); } else if( WM->getTimeSinceLastCatch() > 28 ) { soc = kickTo( VecPosition(0,posAgent.getY()*2.0), 2.0 ); ACT->putCommandInQueue( soc ); } else if( WM->getTimeSinceLastCatch() < 25 ) { VecPosition posSide( 0.0, posAgent.getY() ); if( fabs( (posSide - posAgent).getDirection() - angBody) > 10 ) { soc = turnBodyToPoint( posSide ); ACT->putCommandInQueue( soc ); } ACT->putCommandInQueue( turnNeckToObject( OBJECT_BALL, soc ) ); } } else if( WM->isGoalKickUs() ) { ACT->putCommandInQueue( soc = intercept( true ) ); ACT->putCommandInQueue( turnNeckToObject( OBJECT_BALL, soc ) ); } else ACT->putCommandInQueue( turnNeckToObject( OBJECT_BALL, soc ) ); } else { ACT->putCommandInQueue( soc = turnBodyToObject( OBJECT_BALL ) ); ACT->putCommandInQueue( turnNeckToObject( OBJECT_BALL, soc ) ); } return soc; }