path_planner 0.1.0 version
This commit is contained in:
@@ -6,6 +6,7 @@ import numpy as np
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from utils.math_ops import MathOps
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from world.commons.field import FIFAField, HLAdultField, Soccer7vs7Field
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from world.commons.play_mode import PlayModeEnum, PlayModeGroupEnum
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from agent.path_planner import PathPlanner
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logger = logging.getLogger()
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@@ -60,6 +61,7 @@ class Agent:
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self.agent: Base_Agent = agent
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self.is_getting_up: bool = False
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self.path_planner = PathPlanner(agent.world)
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def update_current_behavior(self) -> None:
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"""
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@@ -128,16 +130,22 @@ class Agent:
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desired_orientation = MathOps.vector_angle(ball_to_goal)
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if not aligned or not behind_ball:
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self.path_planner.set_target(carry_ball_pos)
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current_time = self.agent.world.server_time
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next_target = self.path_planner.update(my_pos, current_time=current_time) if next_target is not None else carry_ball_pos
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self.agent.skills_manager.execute(
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"Walk",
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target_2d=carry_ball_pos,
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target_2d=next_target,
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is_target_absolute=True,
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orientation=None if np.linalg.norm(my_pos - carry_ball_pos) > 2 else desired_orientation
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)
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else:
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self.path_planner.set_target(their_goal_pos)
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current_time = self.agent.world.server_time
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next_target = self.path_planner.update(my_pos, current_time=current_time) if next_target is not None else their_goal_pos
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self.agent.skills_manager.execute(
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"Walk",
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target_2d=their_goal_pos,
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target_2d=next_target,
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is_target_absolute=True,
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orientation=desired_orientation
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)
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523
agent/path_planner.py
Normal file
523
agent/path_planner.py
Normal file
@@ -0,0 +1,523 @@
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import numpy as np
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from heapq import heappush, heappop
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from typing import List, Tuple, Optional
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from world.world import World # 假设你的世界类
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from world.commons.field_landmarks import FieldLandmarks # 假设你的地标类
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import time
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class PathPlanner:
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"""
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足球机器人全局路径规划器(A* + 动态避障)
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- 静态地图:边界硬墙,球门内部可通行,门柱硬墙
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- 动态障碍物:对手球员(扩大半径 + 缓冲代价)
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- 支持多目标点队列,自动切换
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- 不预测对手运动,仅使用当前帧位置
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"""
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def __init__(self, world, grid_resolution: float = 0.2):
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"""
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:param world: 世界对象,需包含 field_landmarks 和 global_position 属性
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:param grid_resolution: 栅格分辨率(米/格)
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"""
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self.world = world
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self.res = grid_resolution
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# 球场参数(基于 Sim3D7vs7SoccerField)
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self.field_half_len = 27.5 # 球场半长(不含球门深度)
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self.field_half_width = 18.0 # 球场半宽
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self.goal_width = 3.66 # 球门宽度
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self.goal_depth = 1.0 # 球门深度
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self.goal_half_width = self.goal_width / 2.0
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self.post_radius = 0.05 # 门柱半径
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# 机器人物理参数
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self.robot_radius = 0.2 # 机器人半径(米)
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self.safety_margin = 0.2 # 避障安全余量(代替预测)
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# 栅格尺寸
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# x 范围扩展以包含球门内部:[-field_half_len - goal_depth, field_half_len + goal_depth]
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self.x_min = -self.field_half_len - self.goal_depth
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self.x_max = self.field_half_len + self.goal_depth
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self.y_min = -self.field_half_width
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self.y_max = self.field_half_width
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self.nx = int((self.x_max - self.x_min) / self.res) + 1
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self.ny = int((self.y_max - self.y_min) / self.res) + 1
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# 静态代价地图(初始化后不再改变)
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self.static_cost_map = np.zeros((self.nx, self.ny), dtype=np.float32)
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self._init_static_map()
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# 多目标点管理
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self.waypoints: List[np.ndarray] = [] # 目标点列表
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self.current_wp_idx: int = 0
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self.current_path: List[np.ndarray] = [] # 当前规划的完整路径(世界坐标)
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self.replan_interval: float = 1.0 # 重新规划频率(Hz)
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self.last_replan_time: float = 0.0
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self.arrival_threshold: float = 0.3 # 到达目标的距离阈值(米)
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# ---------- 坐标转换辅助 ----------
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def _world_to_grid(self, x: float, y: float) -> Tuple[int, int]:
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"""世界坐标 -> 栅格坐标(边界裁剪)"""
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ix = int((x - self.x_min) / self.res)
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iy = int((y - self.y_min) / self.res)
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ix = max(0, min(ix, self.nx - 1))
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iy = max(0, min(iy, self.ny - 1))
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return ix, iy
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def _grid_to_world(self, ix: int, iy: int) -> Tuple[float, float]:
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"""栅格坐标 -> 世界坐标(中心点)"""
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x = ix * self.res + self.x_min
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y = iy * self.res + self.y_min
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return x, y
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def _world_to_grid_x(self, x: float) -> int:
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return int((x - self.x_min) / self.res)
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def _world_to_grid_y(self, y: float) -> int:
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return int((y - self.y_min) / self.res)
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def _grid_to_world_x(self, ix: int) -> float:
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return ix * self.res + self.x_min
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def _grid_to_world_y(self, iy: int) -> float:
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return iy * self.res + self.y_min
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# ---------- 静态地图生成 ----------
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def _init_static_map(self):
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"""根据 Sim3D7vs7SoccerField 参数生成静态代价地图"""
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# 球场参数
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field_half_len = 27.5 # 球场半长(不含球门深度)
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field_half_width = 18.0
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goal_width = 3.66
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goal_depth = 1.0
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goal_half_width = goal_width / 2.0
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post_radius = 0.05
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# 1. 初始化全地图为 0(自由空间)
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self.static_cost_map.fill(0.0)
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# 2. 边界硬墙
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# 左侧边界:x < -field_half_len 的区域,但保留球门开口(|y| <= goal_half_width 时球门内部可通行)
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for i in range(self._world_to_grid_x(-field_half_len - 0.001), -1, -1):
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for j in range(self.ny):
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y = self._grid_to_world_y(j)
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if abs(y) > goal_half_width:
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self.cost_map[i, j] = -3
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# 右侧边界:x > field_half_len 的区域,保留球门开口
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for i in range(self._world_to_grid_x(field_half_len + 0.001), self.nx):
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for j in range(self.ny):
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y = self._grid_to_world_y(j)
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if abs(y) > goal_half_width:
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self.cost_map[i, j] = -3
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# 上下边界
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for i in range(self.nx):
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for j in [0, self.ny-1]:
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self.cost_map[i, j] = -3
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# 可选:如果需要在边界内留出线宽,可额外处理
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# 4. 门柱(作为硬墙)
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goal_post_positions = [
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(field_half_len+1, goal_half_width+1), # 右侧上柱
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(field_half_len+1, goal_half_width),
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(field_half_len+1, goal_half_width-1),
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(field_half_len, goal_half_width-1),
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(field_half_len, goal_half_width),
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(field_half_len, goal_half_width+1),
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(field_half_len-1, goal_half_width+1),
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(field_half_len-1, goal_half_width),
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(field_half_len-1, goal_half_width-1),
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(field_half_len+1, -goal_half_width+1), # 右侧下柱
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(field_half_len+1, -goal_half_width),
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(field_half_len+1, -goal_half_width-1),
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(field_half_len, -goal_half_width-1),
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(field_half_len, -goal_half_width),
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(field_half_len, -goal_half_width+1),
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(field_half_len-1, -goal_half_width+1),
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(field_half_len-1, -goal_half_width),
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(field_half_len-1, -goal_half_width-1),
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(-field_half_len+1, goal_half_width+1), # 左侧上柱
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(-field_half_len+1, goal_half_width),
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(-field_half_len+1, goal_half_width-1),
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(-field_half_len, goal_half_width-1),
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(-field_half_len, goal_half_width),
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(-field_half_len, goal_half_width+1),
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(-field_half_len-1, goal_half_width+1),
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(-field_half_len-1, goal_half_width),
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(-field_half_len-1, goal_half_width-1),
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(-field_half_len+1, -goal_half_width+1), # 左侧下柱
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(-field_half_len+1, -goal_half_width),
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(-field_half_len+1, -goal_half_width-1),
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(-field_half_len, -goal_half_width-1),
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(-field_half_len, -goal_half_width),
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(-field_half_len, -goal_half_width+1),
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(-field_half_len-1, -goal_half_width+1),
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(-field_half_len-1, -goal_half_width),
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(-field_half_len-1, -goal_half_width-1),
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]
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for px, py in goal_post_positions:
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ix, iy = self._world_to_grid(px, py)
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rad_cells = int(post_radius / self.res) + 1
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for dx in range(-rad_cells, rad_cells+1):
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for dy in range(-rad_cells, rad_cells+1):
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nx, ny = ix + dx, iy + dy
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if not (0 <= nx < self.nx and 0 <= ny < self.ny):
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continue
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dist = np.hypot(dx * self.res, dy * self.res)
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if dist <= self.post_radius:
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self.static_cost_map[nx, ny] = -3
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# ---------- 获取动态障碍物(对手球员) ----------
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def _get_opponent_positions(self) -> List[np.ndarray]:
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"""从 FieldLandmarks 获取所有对手球员的全局位置"""
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opponents = []
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for player in self.world.their_team_players:
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if player.last_seen_time is not None and (self.world.server_time - player.last_seen_time) < 1.0:
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opponents.append(player.position[:2]) # 只使用 x, y
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else:
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# 长时间未看到的球员不添加到避障列表中
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continue # 跳过未看到的球员
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return opponents
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# ---------- 动态障碍物添加到代价地图 ----------
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def _apply_opponents_to_map(self, cost_map: np.ndarray, opponents: List[np.ndarray]):
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"""
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在动态代价地图上添加对手障碍物:
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- 硬半径内:-3(不可通行)
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- 缓冲区内:正代价(鼓励远离)
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"""
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effective_radius = self.robot_radius + self.safety_margin
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radius_cells = int(effective_radius / self.res) + 1
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buffer_width = 0.2 # 缓冲区宽度(米)
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for opp in opponents:
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if opp is None:
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continue
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ox, oy = opp[0], opp[1]
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ix, iy = self._world_to_grid(ox, oy)
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for dx in range(-radius_cells, radius_cells + 1):
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for dy in range(-radius_cells, radius_cells + 1):
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nx, ny = ix + dx, iy + dy
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if not (0 <= nx < self.nx and 0 <= ny < self.ny):
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continue
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dist = np.hypot(dx * self.res, dy * self.res)
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if dist <= effective_radius:
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cost_map[nx, ny] = -3 # 硬墙
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elif dist <= effective_radius + buffer_width:
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# 缓冲区内增加代价(线性衰减)
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if cost_map[nx, ny] >= 0:
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cost_map[nx, ny] += 10.0 * (1.0 - (dist - effective_radius) / buffer_width)
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# ---------- 启发函数 ----------
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def _heuristic(self, ix1: int, iy1: int, ix2: int, iy2: int) -> float:
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"""对角线距离(允许8方向移动)"""
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dx = abs(ix1 - ix2)
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dy = abs(iy1 - iy2)
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return (dx + dy) - 0.585786 * min(dx, dy) # sqrt(2)-1 ≈ 0.414
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# ---------- 直线检测 ----------
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def _line_is_free(self, start: np.ndarray, end: np.ndarray, opponents: List[np.ndarray]) -> bool:
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"""检查线段是否与任何对手(扩大后)相交"""
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effective_radius = self.robot_radius + self.safety_margin
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ax, ay = start
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bx, by = end
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abx = bx - ax
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aby = by - ay
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len_sq = abx * abx + aby * aby
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if len_sq == 0:
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return True
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for opp in opponents:
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if opp is None:
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continue
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ox, oy = opp[0], opp[1]
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# 计算投影参数 t
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t = ((ox - ax) * abx + (oy - ay) * aby) / len_sq
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if t < 0:
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t = 0
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elif t > 1:
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t = 1
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closest_x = ax + t * abx
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closest_y = ay + t * aby
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dist = np.hypot(closest_x - ox, closest_y - oy)
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if dist <= effective_radius:
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return False
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return True
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# ---------- 路径重构 ----------
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def _reconstruct_path(self, node: Tuple[int, int], parent: dict, start: np.ndarray) -> List[np.ndarray]:
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"""从父字典重构路径(世界坐标)"""
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path = []
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cur = node
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while cur in parent:
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x, y = self._grid_to_world(cur[0], cur[1])
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path.append(np.array([x, y]))
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cur = parent[cur]
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path.append(start)
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path.reverse()
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return path
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# ---------- A* 规划 ----------
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def plan(self, start: np.ndarray, target: Optional[np.ndarray] = None,
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go_to_goal: bool = False, timeout_ms: float = 10.0) -> List[np.ndarray]:
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"""
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A* 路径规划
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:param start: 起点 (x, y)
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:param target: 目标点(当 go_to_goal=False 时使用)
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:param go_to_goal: 是否前往对方球门
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:param timeout_ms: 超时时间(毫秒)
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:return: 路径点列表(世界坐标),若失败返回空列表
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"""
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# 1. 获取对手并构建动态代价地图
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opponents = self._get_opponent_positions()
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cost_map = self.static_cost_map.copy()
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self._apply_opponents_to_map(cost_map, opponents)
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# 2. 转换坐标
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sx, sy = self._world_to_grid(start[0], start[1])
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if go_to_goal:
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# 目标点为球门线上 y=0 附近的格子
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goal_x = self.field_half_len
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goal_y = 0.0
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tx, ty = self._world_to_grid(goal_x, goal_y)
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else:
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if target is None:
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raise ValueError("target must be provided when go_to_goal=False")
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tx, ty = self._world_to_grid(target[0], target[1])
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# 3. 【关键修改】强制将目标点格子设为 -1(覆盖障碍物)
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if go_to_goal:
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# 球门线上所有格子都设为 -1(增加容错)
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goal_line_cell = self._world_to_grid_x(self.field_half_len)
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y_min_cell = self._world_to_grid_y(-self.goal_half_width)
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y_max_cell = self._world_to_grid_y(self.goal_half_width)
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for j in range(y_min_cell, y_max_cell + 1):
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if 0 <= goal_line_cell < self.nx and 0 <= j < self.ny:
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cost_map[goal_line_cell, j] = -1
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else:
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if 0 <= tx < self.nx and 0 <= ty < self.ny:
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cost_map[tx, ty] = -1
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# 4. 快速直线检测(可选,可提高效率)
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if go_to_goal:
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end_point = np.array([goal_x, goal_y])
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else:
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end_point = target
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if self._line_is_free(start, end_point, opponents):
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# 直线无碰撞,直接返回
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return [start, end_point]
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# 5. A* 初始化
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open_set = []
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closed = np.zeros((self.nx, self.ny), dtype=bool)
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g = np.full((self.nx, self.ny), np.inf)
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f = np.full((self.nx, self.ny), np.inf)
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parent = {} # (ix, iy) -> (pix, piy)
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g[sx, sy] = 0.0
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f[sx, sy] = self._heuristic(sx, sy, tx, ty)
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heappush(open_set, (f[sx, sy], sx, sy))
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# 记录最佳节点(用于超时/不可达回退)
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best_node = (sx, sy)
|
||||
best_h = self._heuristic(sx, sy, tx, ty)
|
||||
|
||||
start_time = time.time()
|
||||
iterations = 0
|
||||
|
||||
# 邻居方向(8方向)及其移动代价
|
||||
dirs = [(-1, -1, 1.414), (-1, 0, 1.0), (-1, 1, 1.414),
|
||||
(0, -1, 1.0), (0, 1, 1.0),
|
||||
(1, -1, 1.414), (1, 0, 1.0), (1, 1, 1.414)]
|
||||
|
||||
while open_set:
|
||||
iterations += 1
|
||||
# 超时检查
|
||||
if iterations % 32 == 0 and (time.time() - start_time) * 1000 > timeout_ms:
|
||||
# 超时,返回最佳节点路径(如果有)
|
||||
if best_node != (sx, sy):
|
||||
return self._reconstruct_path(best_node, parent, start)
|
||||
else:
|
||||
return []
|
||||
|
||||
_, cx, cy = heappop(open_set)
|
||||
if closed[cx, cy]:
|
||||
continue
|
||||
closed[cx, cy] = True
|
||||
|
||||
# 更新最佳节点(基于启发式距离)
|
||||
h = self._heuristic(cx, cy, tx, ty)
|
||||
if h < best_h:
|
||||
best_h = h
|
||||
best_node = (cx, cy)
|
||||
|
||||
# 到达目标
|
||||
if (cx, cy) == (tx, ty) or (go_to_goal and cost_map[cx, cy] == -1):
|
||||
return self._reconstruct_path((cx, cy), parent, start)
|
||||
|
||||
# 扩展邻居
|
||||
for dx, dy, step_cost in dirs:
|
||||
nx, ny = cx + dx, cy + dy
|
||||
if not (0 <= nx < self.nx and 0 <= ny < self.ny):
|
||||
continue
|
||||
if closed[nx, ny]:
|
||||
continue
|
||||
|
||||
cell_cost = cost_map[nx, ny]
|
||||
if cell_cost == -3: # 硬墙
|
||||
continue
|
||||
|
||||
move_cost = step_cost + max(0.0, cell_cost)
|
||||
tentative_g = g[cx, cy] + move_cost
|
||||
|
||||
if tentative_g < g[nx, ny]:
|
||||
parent[(nx, ny)] = (cx, cy)
|
||||
g[nx, ny] = tentative_g
|
||||
f[nx, ny] = tentative_g + self._heuristic(nx, ny, tx, ty)
|
||||
heappush(open_set, (f[nx, ny], nx, ny))
|
||||
|
||||
# open 集为空,不可达
|
||||
if best_node != (sx, sy):
|
||||
return self._reconstruct_path(best_node, parent, start)
|
||||
else:
|
||||
return []
|
||||
|
||||
# ---------- 多目标点管理 ----------
|
||||
def set_waypoints(self, waypoints: List[np.ndarray]):
|
||||
"""
|
||||
设置目标点序列(世界坐标)。如果某个元素为 None,表示前往对方球门。
|
||||
"""
|
||||
self.waypoints = [np.array(wp) if wp is not None else None for wp in waypoints]
|
||||
self.current_wp_idx = 0
|
||||
self.current_path = []
|
||||
self.last_replan_time = 0.0
|
||||
|
||||
def get_next_target(self) -> Optional[np.ndarray]:
|
||||
"""返回当前需要前往的目标点(世界坐标)"""
|
||||
if self.current_wp_idx >= len(self.waypoints):
|
||||
return None
|
||||
wp = self.waypoints[self.current_wp_idx]
|
||||
if wp is None:
|
||||
# 前往球门
|
||||
return np.array([self.field_half_len, 0.0])
|
||||
return wp
|
||||
|
||||
def advance_to_next_target(self):
|
||||
"""标记当前目标已完成,切换到下一个"""
|
||||
if self.current_wp_idx < len(self.waypoints):
|
||||
self.current_wp_idx += 1
|
||||
self.current_path = [] # 清空旧路径
|
||||
|
||||
def update(self, current_pos: np.ndarray, current_time: float) -> Optional[np.ndarray]:
|
||||
"""
|
||||
更新路径规划,返回下一个需要前往的路径点。
|
||||
:param current_pos: 机器人当前世界坐标 (x, y)
|
||||
:param current_time: 当前时间(秒),用于可选的重规划频率控制
|
||||
:return: 下一个路径点(世界坐标),若无有效目标则返回 None
|
||||
"""
|
||||
# 1. 获取当前需要前往的目标点
|
||||
target = self.get_next_target()
|
||||
if target is None:
|
||||
# 没有剩余目标,停止移动
|
||||
return None
|
||||
|
||||
# 2. 到达检测:如果已有路径且路径终点距离机器人很近,则认为已到达当前目标
|
||||
if len(self.current_path) >= 2:
|
||||
last_point = self.current_path[-1]
|
||||
if np.linalg.norm(last_point - current_pos) < self.arrival_threshold:
|
||||
# 当前目标已完成,切换到下一个目标
|
||||
self.advance_to_next_target()
|
||||
target = self.get_next_target()
|
||||
if target is None:
|
||||
return None
|
||||
# 清空旧路径,强制下次重规划到新目标
|
||||
self.current_path = []
|
||||
|
||||
# 3. 路径有效性检查(仅当存在有效路径时)
|
||||
path_valid = (len(self.current_path) >= 2) and self._is_path_still_valid(current_pos)
|
||||
|
||||
# 4. 判断是否需要重新规划
|
||||
# 条件1:当前路径为空(包括刚切换目标后)
|
||||
# 条件2:当前路径被障碍物阻塞
|
||||
need_replan = (len(self.current_path) < 2) or not path_valid
|
||||
|
||||
if need_replan:
|
||||
# 重新规划到当前目标
|
||||
new_path = self.plan(current_pos,
|
||||
target=target if target is not None else None,
|
||||
go_to_goal=(target is None),
|
||||
timeout_ms=10.0)
|
||||
if new_path and len(new_path) > 1:
|
||||
self.current_path = new_path
|
||||
self.last_replan_time = current_time
|
||||
else:
|
||||
# 当前目标不可达(规划失败),跳过它,尝试下一个
|
||||
self.advance_to_next_target()
|
||||
# 递归调用,继续处理下一个目标(避免深度过大,但目标数量有限)
|
||||
return self.update(current_pos, current_time)
|
||||
|
||||
# 5. 返回下一个路径点(路径的第二个点,第一个点为机器人当前位置的近似)
|
||||
if len(self.current_path) >= 2:
|
||||
return self.current_path[1]
|
||||
else:
|
||||
return None
|
||||
|
||||
def _is_path_still_valid(self, current_pos: np.ndarray, lookahead_dist: float = 3.0) -> bool:
|
||||
"""
|
||||
检查从机器人当前位置开始的剩余路径是否仍无碰撞(仅检查前方 lookahead_dist 米内)。
|
||||
:param current_pos: 机器人当前世界坐标 (x, y)
|
||||
:param lookahead_dist: 检查的前向距离(米),默认 3.0
|
||||
:return: 如果路径在前方范围内无碰撞返回 True,否则 False
|
||||
"""
|
||||
if len(self.current_path) < 2:
|
||||
return False
|
||||
|
||||
# 获取对手最新位置
|
||||
opponents = self._get_opponent_positions()
|
||||
|
||||
# 累积距离
|
||||
accumulated_dist = 0.0
|
||||
# 从机器人当前位置到路径第二个点的第一段
|
||||
start = current_pos
|
||||
end = self.current_path[1]
|
||||
seg_dist = np.linalg.norm(end - start)
|
||||
if not self._line_is_free(start, end, opponents):
|
||||
return False
|
||||
accumulated_dist += seg_dist
|
||||
# 如果第一段就已经超过阈值,直接返回 True(已检查第一段无碰撞)
|
||||
if accumulated_dist >= lookahead_dist:
|
||||
return True
|
||||
|
||||
# 继续检查后续路径段,直到累积距离超过阈值
|
||||
for i in range(1, len(self.current_path) - 1):
|
||||
start = self.current_path[i]
|
||||
end = self.current_path[i+1]
|
||||
seg_dist = np.linalg.norm(end - start)
|
||||
if not self._line_is_free(start, end, opponents):
|
||||
return False
|
||||
accumulated_dist += seg_dist
|
||||
if accumulated_dist >= lookahead_dist:
|
||||
break
|
||||
|
||||
return True
|
||||
|
||||
def set_target(self, target: np.ndarray, force: bool = False):
|
||||
"""
|
||||
设置单目标点(世界坐标)。
|
||||
:param target: 新目标点
|
||||
:param force: 是否强制更新(即使目标相同或距离很近)
|
||||
"""
|
||||
# 获取当前有效目标(如果存在)
|
||||
current_target = self.get_next_target()
|
||||
if current_target is not None and not force:
|
||||
# 计算新目标与当前目标的欧氏距离
|
||||
dist = np.linalg.norm(target - current_target)
|
||||
if dist < 0.2: # 阈值可调(例如 0.2 米)
|
||||
# 目标没有显著变化,不更新
|
||||
return
|
||||
|
||||
# 目标变化显著,或强制更新
|
||||
self.waypoints = [target]
|
||||
self.current_wp_idx = 0
|
||||
self.current_path = [] # 清空旧路径,触发重规划
|
||||
self.last_replan_time = 0.0
|
||||
@@ -34,7 +34,7 @@ class World:
|
||||
self.playmode_group: PlayModeGroupEnum = PlayModeGroupEnum.NOT_INITIALIZED
|
||||
self.is_left_team: bool = None
|
||||
self.game_time: float = None
|
||||
self.server_time: float = None
|
||||
self.server_time: float = None # 服务器时间,单位:秒
|
||||
self.score_left: int = None
|
||||
self.score_right: int = None
|
||||
self.their_team_name: str = None
|
||||
|
||||
Reference in New Issue
Block a user