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📄 basicplayer.c

📁 机器足球2D比赛程序 对trlen_base_2002的改进
💻 C
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  dAngle        = VecPosition::normalizeAngle( dAngle );  return SoccerCommand( CMD_KICK, dPower, dAngle );}/*! This skill enables an agent to kick the ball close to his body. It receives    an angle 'ang' as its only argument and returns a kick command that causes    the ball to move to a point at a relative angle of 'ang' degrees and at a    close distance (kickable margin/6 to be precise) from the agent's body.    To this end the ball has to be kicked from its current position to the    desired point relative to the predicted position of the agent in the next    cycle. In general, this skill will be used when the agent wants to kick the    ball to a certain position on the field which cannot be reached with a    single kick. Since the efficiency of a kick is highest when the ball is    positioned just in front of the agent's body, calling this skill with    'ang = 0' will have the effect that the agent can kick the ball with more    power after it is executed.    Note that this skill will only be executed if it is possible to actually    reach the desired ball position with a single kick. If the required power    does exceed the maximum then the ball is frozen at its current position    using the freezeBall skill. In general, it will then always be possible to    shoot the motionless ball to the desired point in the next cycle.    \param 'ang' relative angle to body to which the ball should be kicked    \return SoccerCommand to kick the ball close to the body */SoccerCommand BasicPlayer::kickBallCloseToBody( AngDeg ang ){  AngDeg      angBody    = WM->getAgentGlobalBodyAngle();  VecPosition posAgent   = WM->predictAgentPos( 1, 0 );  double      dDist      = SS->getPlayerSize() +                           SS->getBallSize()   +                           SS->getKickableMargin()/6.0;  AngDeg      angGlobal  = VecPosition::normalizeAngle( angBody + ang );  VecPosition posDesBall = posAgent   + VecPosition( dDist, angGlobal, POLAR );  VecPosition vecDesired = posDesBall - WM->getBallPos();  VecPosition vecShoot   = vecDesired - WM->getGlobalVelocity( OBJECT_BALL );  double      dPower     = WM->getKickPowerForSpeed( vecShoot.getMagnitude() );  AngDeg      angActual  = vecShoot.getDirection() - angBody;              angActual  = VecPosition::normalizeAngle( angActual );  if( dPower > SS->getMaxPower() && WM->getBallSpeed() > 0.1 )  {    Log.log( 500, "kickBallCloseToBody: cannot compensate for ball speed, freeze");    Log.log( 101, "kickBallCloseToBody: cannot compensate for ball speed, freeze");    return freezeBall();  }  else if( dPower > SS->getMaxPower() )  {    Log.log( 101, "kickBallCloseToBody: ball has no speed, but far away" );    dPower = 100;  }  else    Log.log( 101, "(kick %f %f), vecDesired (%f,%f)", dPower, angActual,    vecDesired.getX(), vecDesired.getY() );  return SoccerCommand( CMD_KICK, dPower, angActual );}/*! This skill enables an agent to accelerate the ball in such a way that it    gets a certain velocity after the kick. It receives the desired velocity    'vecDes' as its only argument and returns a kick command that causes the    ball to be accelerated to this velocity. If the power that must be supplied    to the kick command to get the desired result does not exceed the maximum    kick power then the desired velocity can be realized with a single kick.    The kick direction should then be equal to the direction of the    acceleration vector relative to the agent's global body angle. However,    if the desired velocity is too great or if the current ball velocity is    too high then the required acceleration cannot be realized with a single    kick. In this case, the ball is kicked in such a way that the acceleration    vector has the maximum possible length and a direction that aligns the    resulting ball movement with 'vecDes'. This means that after the kick the    ball will move in the same direction as 'vecDes' but at a lower speed. To    this end the acceleration vector has to compensate for the current ball    velocity in the `wrong' direction (y-component).    \param velDes desired ball velocity    \return SoccerCommand that accelerates the ball to 'vecDes' */SoccerCommand BasicPlayer::accelerateBallToVelocity( VecPosition velDes ){  AngDeg      angBody  = WM->getAgentGlobalBodyAngle();  VecPosition velBall  = WM->getGlobalVelocity( OBJECT_BALL );  VecPosition accDes   = velDes - velBall;  double      dPower;  double      angActual;  // if acceleration can be reached, create shooting vector  if( accDes.getMagnitude() < SS->getBallAccelMax() )  {    dPower    = WM->getKickPowerForSpeed   ( accDes.getMagnitude() );    angActual = VecPosition::normalizeAngle( accDes.getDirection() - angBody );    if( dPower <= SS->getMaxPower() )      return SoccerCommand( CMD_KICK, dPower, angActual );  }  // else determine vector that is in direction 'velDes' (magnitude is lower)         dPower    = SS->getMaxPower();  double dSpeed    = WM->getActualKickPowerRate() * dPower;  double tmp       = velBall.rotate(-velDes.getDirection()).getY();         angActual = velDes.getDirection() - asinDeg( tmp / dSpeed );         angActual = VecPosition::normalizeAngle( angActual - angBody );  return SoccerCommand( CMD_KICK, dPower, angActual );}/*! This skill enables an agent to catch the ball and can only be executed    when the agent is a goalkeeper. It returns a catch command that takes the    angle of the ball relative to the body of the agent as its only argument.    The correct value for this argument is computed by determining the global    direction between the current ball position and the agent's current    position and by making this direction relative to the agent's global body    angle.    \return SoccerCommand to catch the ball */SoccerCommand BasicPlayer::catchBall(){  // true means returned angle is relative to body instead of neck  return SoccerCommand( CMD_CATCH, WM->getRelativeAngle( OBJECT_BALL, true ));}/*! This skill enables an agent to communicate with other players on the field.    It receives a string message as its only argument and returns a say command    that causes the message to be broadcast to all players within a certain    distance from the speaker.    \return SoccerCommand to say the specified string 'str' */SoccerCommand BasicPlayer::communicate( char *str ){  return SoccerCommand( CMD_SAY, str );}/*! This method returns a 'move' command to teleport the agent directly to the    specified global position.    \param pos global position to which should be moved.    \return SoccerCommand to move directly to 'pos'. */SoccerCommand BasicPlayer::teleportToPos( VecPosition pos ){  return SoccerCommand( CMD_MOVE, pos.getX(), pos.getY() );}/********************** INTERMEDIATE LEVEL SKILLS ****************************//*! This skill enables an agent to turn his body towards an object o which is    supplied to it as an argument. To this end the object's global position    o in the next cycle is predicted based on its current velocity.    This predicted position is passed as an argument to the turnBodyToPoint    skill which generates a turn command that causes the agent to turn his    body towards the object.    \param o object to which agent wants to turn    \return SoccerCommand that turns to this object */SoccerCommand BasicPlayer::turnBodyToObject( ObjectT o ){  return turnBodyToPoint( WM->predictPosAfterNrCycles(o, 1) );}/*! This skill enables an agent to turn his neck towards an object. It    receives as arguments this object o as well as a primary action command    'soc' that will be executed by the agent at the end of the current cycle.    Turning the neck towards an object amounts to predicting the object's    global position in the next cycle and passing this predicted position    together with the 'soc' command as arguments to the turnNeckToPoint skill.    This low-level skill will then generate a turn neck command that causes the    agent to turn his neck towards the given object. Note that the 'soc'    command is supplied as an argument for predicting the agent's global    position and neck angle after executing the command. This is necessary    because a turn neck command can be executed in the same cycle as a kick,    dash, turn , move or catch command.   \param o object to which the agent wants to turn his neck   \param soc SoccerCommand that is performed in this cycle.   \return SoccerCommand that turns the neck of the agent to this object */SoccerCommand BasicPlayer::turnNeckToObject( ObjectT o, SoccerCommand soc ){  return turnNeckToPoint( WM->predictPosAfterNrCycles(o, 1), soc );}/*! This skill enables an agent to move to a global position 'pos' on the field    which is supplied to it as an argument. Since the agent can only move    forwards or backwards into the direction of his body, the crucial decision    in the execution of this skill is whether he should perform a turn or a    dash. Turning has the advantage that in the next cycle the agent will be    orientated correctly towards the point he wants to reach. However, it has    the disadvantage that performing the turn will cost a cycle and will reduce    the agent's velocity since no acceleration vector is added in that cycle.    Apart from the target position 'pos', this skill receives several    additional arguments for determining whether a turn or dash should be    performed in the current situation. If the target point is in front of the    agent then a dash is performed when the relative angle to this point is    smaller than a given angle 'angWhenToTurn'. However, if the target point is    behind the agent then a dash is only performed if the distance to point is    less than a given value 'dDistBack' and if the angle relative to the back    direction of the agent is smaller than 'angWhenToTurn'. In all other cases    a turn is performed. Note that in the case of the goalkeeper it is    sometimes desirable that he moves backwards towards his goal in order to    keep sight of the rest of the field. To this end an additional boolean    argument 'bMoveBack' is supplied to this skill that indicates whether the    agent should always move backwards to the target point. If this value    equals true then the agent will turn his back towards the target point if    the angle relative to his back direction is larger than 'angToTurn'. In    all other cases he will perform a (backward) dash towards 'posTo'    regardless of whether the distance to this point is larger than 'dDistBack'.    \param posTo global target position to which the agent wants to move    \param angWhenToTurn angle determining when turn command is returned    \param dDistBack when posTo lies closer than this value to the back of          the agent (and within angWhenToTurn) a backward dash is returned    \param bMoveBack boolean determing whether to move backwards to 'posTo'    \return SoccerCommand that determines next action to move to 'posTo' */SoccerCommand BasicPlayer::moveToPos( VecPosition posTo, AngDeg angWhenToTurn,                                      double dDistBack, bool bMoveBack ){  VecPosition posPred   = WM->predictAgentPos( 1, 0 );  AngDeg      angBody   = WM->getAgentGlobalBodyAngle();  VecPosition posAgent  = WM->getAgentGlobalPosition();  AngDeg      angTo     = ( posTo - posPred ).getDirection();              angTo     = VecPosition::normalizeAngle( angTo - angBody );  AngDeg      angBackTo = VecPosition::normalizeAngle( angTo + 180 );  double      dDist     = posAgent.getDistanceTo( posTo );  if( bMoveBack )  {    if( fabs( angBackTo ) < angWhenToTurn )      return dashToPoint( posTo );    else      return turnBackToPoint( posTo );  }  else if(  fabs( angTo     ) < angWhenToTurn ||           (fabs( angBackTo ) < angWhenToTurn && dDist < dDistBack ) )    return dashToPoint( posTo );  else    return turnBodyToPoint( posTo );}/*! This skill enables an agent to intercept a ball which is close to him. The    objective is to move in such a way that the ball will come within the    kickable distance from the agent in one or two cycles. To this end the    prediction methods from the world model are used to predict the ball    position in the next cycle and two cycles into the future. It is then    determined whether it is possible to move the agent within kickable    distance from one of these positions using all logical combinations of    turn and dash commands. If it is not possible to intercept the ball within    two cycles then this skill returns an illegal command to indicate that    it cannot be performed. First it is determined whether the agent can    intercept the ball in one cycle. To this end the position of the ball in    the next cycle is predicted and a calculation is performed to decide    whether a single dash can move the agent within the kickable distance from    this position. In order to be able to kick the ball efficiently after    intercepting it, it is important that the agent moves to a good position    relative to the ball (i.e. the ball must be in front of him). At the same    time the agent must make sure that he does not collide with the ball when    trying to intercept it. Let l be a line that runs forwards and backwards    from the predicted position of the agent in the next cycle into the    direction of his body. This line thus denotes the possible movement    direction of the agent. Note that we have to use the agent's predicted    position in the next cycle since his current velocity must be taken into    account. In addition, let c be a circle which is centered on the predicted

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