📄 playerteams.cpp~
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{ // 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 ) ); } 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()) { VecPosition posGoal( PITCH_LENGTH/2.0, (-1 + 2*(WM->getCurrentCycle()%2)) * 拿了球就踢的版本 0.4 * SS->getGoalWidth() ); soc = kickTo( posGoal, SS->getBallSpeedMax() ); // kick maximal Log.log( 100, "take kick in" ); } */ else if ( WM -> isBallKickable())//正常版本 { soc = dribble ( 0,DRIBBLE_FAST ); VecPosition posPassGoal = WM -> getGlobalPosition ( WM -> getClosestRelativeInSet ( OBJECT_SET_TEAMMATES_NO_GOALIE) ); //关于object T 以及最终实现为最近的人传球。。。 soc = kickTo( posPassGoal, SS->getBallSpeedMax() ); ACT->putCommandInQueue ( soc ); ACT->putCommandInQueue ( turnNeckToObject ( OBJECT_BALL, soc ) ); Log.log ( 100, "pass ball" ); } /*else if ( WM->isBallKickable() ) // if kickable { VecPosition posGoal ( PITCH_LENGTH/2.0, ( -1 + 2* ( WM->getCurrentCycle() %2 ) ) * 0.4 * SS->getGoalWidth() ); soc = dribble ( 0,DRIBBLE_FAST ); // kick maximal 无脑带球版本 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;}
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