Exemplo n.º 1
0
 @Override
 public Action getNextAction(WorldState state) {
   RobotInfo self = state.getSelf();
   if (state.isBallNearWall()) {
     /*
      * ball is near the wall, so turn to face towards the front,
      * not towards the ball, because if the ball is exactly next
      * to the wall, we will not be able to kick.
      */
     return Spin.ToFace(
         new Point(state.getTargetGoalCenter().getX(), self.getPosition().getY()), self);
   }
   Point ball = state.getBall().getPosition();
   if (Math.abs(ball.getX() - state.getTargetGoalCenter().getX()) < RobotInfo.ROBOT_SIZE
       && (ball.getY() < state.getTargetGoalTop().getY()
           || ball.getY() > state.getTargetGoalBottom().getY())) {
     /*
      * ball is in a corner near the opponent goal, so turn to face
      * towards the front, not towards the ball, because if the ball
      * is exactly next to the wall, we will not be able to kick.
      */
     return Spin.ToFace(
         new Point(state.getTargetGoalCenter().getX(), self.getPosition().getY()), self);
   }
   return Spin.ToFace(Path.getClearShotPosition(state), self);
 }
Exemplo n.º 2
0
  @Override
  public double getUtility(WorldState state) {
    /*if (!state.isBallInPossession())
    {
        return 0;
    }*/
    if (state.isBallInOppPossession()) {
      return 0;
    }

    if (!state.isShotPossible()) {
      return 0;
    }

    double utility = 0.47;
    /*
     *return 0 if we are too far away from the ball
     */
    if (!state.areWeNextToBall()) {
      return 0;
    }

    /*
     * check if we are already facing the goal
     */
    double ang = state.getSelf().getRelativeAngleTo(Path.getClearShotPosition(state));

    if (ang > -10 && ang < 10) {
      /*
       * we are not facing the goal
       */
      return 0;
    }

    /*
     * check if the ball is not near a wall
     */
    if (state.isBallNearWall()) {
      /*
       * ball is near a wall, check if we are already facing the ball
       * and if we are not, increase the utility, so we can turn to
       * face the ball.
       */
      if (!state.areWeFacingStraight()) {
        utility += 0.4;
        return utility;
      }
      return 0;
    }

    if (Math.abs(state.getBall().getPosition().getX() - state.getTargetGoalCenter().getX())
            < RobotInfo.ROBOT_SIZE
        && (state.getBall().getPosition().getY() < state.getTargetGoalTop().getY()
            || state.getBall().getPosition().getY() > state.getTargetGoalBottom().getY())) {
      /*
       * ball is near a wall, check if we are already facing the ball
       * and if we are not, increase the utility, so we can turn to
       * face the ball.
       */
      if (!state.areWeFacingStraight()) {
        utility += 0.4;
        return utility;
      }
      return 0;
    }

    utility += 0.4;
    /* double speed = Vector2D.getLen(state.getBall().getVelocity());
    int moving = 10*60; // convert 10pix/s to 10pix/m
    if (speed > moving) utility -= 0.2;
    else utility += 0.2;
     */
    /*if (state.getDistanceOppToGoalCenter() > state.getDistanceSelfToGoalCenter())
    {
        utility += 0.2;
    }
    else
    {
        utility -= 0.2;
    }*/

    return utility;
  }