3 Commits

Author SHA1 Message Date
jjh
34f74c3005 架构改进:头部追踪 + 球过时检测 + 球员独占 + 定位球处理
头部追踪:
- 球可见时 he1/he2 追踪球方位,球不可见时左右扫描
- 在技能执行后、commit_motor_targets_pd 前覆盖头部电机目标

球位置过时检测:
- world.py 新增 ball_age property 和阈值常量
- 球消失 ≥3s 时外场球员原地旋转搜索,门将不再基于过期信息拦截

最近球员独占:
- 每个 agent 自行判断是否离球最近(视觉队友位置 + 0.5m 死区防抖)
- 最近球员执行 carry_ball,其他球员走到编号对应的支援站位

定位球基础处理:
- THEIR_KICK 时外场球员退到中圈半径外防守位,面朝球
- OUR_KICK 时最近球员上前踢球,其他人进攻支援位

决策层重构:
- update_current_behavior 外场分支拆分为 playmode_group 判断
- 新增 _outfield_decide / _am_i_nearest_to_ball / support_position / _defensive_set_piece
2026-04-02 21:38:28 +08:00
jjh
a70557d2cc 修复 5 个 bug + 3 项稳定性改进
Bug 修复:
- server.py: shutdown/close 顺序修正,加 OSError 保护
- world.py: from dataclasses import Field → from world.commons.field import Field
- walk.py: execute() 末尾补 return False
- field.py: _resolve_side 根据 is_left_team 动态映射 our/their(修复右队区域判断反向)
- math_ops.py: 三个硬编码球门坐标函数加 NotImplementedError 防误用

稳定性改进:
- server.py: 连接重试加 time.sleep(1.0) 防 CPU 空转
- world_parser.py + math_ops.py: bare except → except Exception/AttributeError
- world_parser.py: 球速计算加 EMA 滤波 (α=0.4) 降低视觉噪声
2026-04-02 21:38:02 +08:00
jjh
010567978d 守门员基础版 + 进阶意图层 + 关键帧技能
守门员基础版:
- 1号门将从外场逻辑中分流,具备 HOME/INTERCEPT/CLEAR/PENALTY_READY/RECOVER 状态机
- 门线封角、横移巡逻、禁区内拦截、边路清球、点球站位
- 只依赖 Walk/Neutral/GetUp,不引入真实 catch 或 RL 扑救

守门员进阶意图层:
- GoalieSet 保留为生产姿态
- BLOCK_LEFT/BLOCK_RIGHT 降为意图层,不作为正式比赛动作
- CATCH_* 骨架与计时保留,不发真实协议
- GoalieBlock RL 占位接口预留

新增关键帧技能:
- GoalieSet(生产)、LowBlockLeft/LowBlockRight(实验)
- 注册到 BehaviorManager,has_skill() 接口新增

MonitorClient 改动:
- place_player 支持 yaw 参数
2026-04-02 21:37:38 +08:00
13 changed files with 828 additions and 82 deletions

View File

@@ -1,4 +1,5 @@
import logging import logging
import math
import numpy as np import numpy as np
from utils.math_ops import MathOps from utils.math_ops import MathOps
@@ -16,6 +17,38 @@ class Agent:
based on the current state of the world and game conditions. based on the current state of the world and game conditions.
""" """
GOALIE_MODE_RECOVER = "RECOVER"
GOALIE_MODE_HOME = "HOME"
GOALIE_MODE_INTERCEPT = "INTERCEPT"
GOALIE_MODE_CLEAR = "CLEAR"
GOALIE_MODE_PENALTY_READY = "PENALTY_READY"
GOALIE_MODE_CATCH_ATTEMPT = "CATCH_ATTEMPT"
GOALIE_MODE_CATCH_HOLD = "CATCH_HOLD"
GOALIE_MODE_CATCH_COOLDOWN = "CATCH_COOLDOWN"
GOALIE_ACTION_NONE = "NONE"
GOALIE_ACTION_SET = "SET"
GOALIE_ACTION_LOW_BLOCK_LEFT = "LOW_BLOCK_LEFT"
GOALIE_ACTION_LOW_BLOCK_RIGHT = "LOW_BLOCK_RIGHT"
GOALIE_INTENT_NONE = "NONE"
GOALIE_INTENT_SET = "SET"
GOALIE_INTENT_BLOCK_LEFT = "BLOCK_LEFT"
GOALIE_INTENT_BLOCK_RIGHT = "BLOCK_RIGHT"
GOALIE_INTENT_CATCH_CANDIDATE = "CATCH_CANDIDATE"
GOALIE_SET_BALL_SPEED_MIN = 0.2
GOALIE_SET_BALL_SPEED_MAX = 2.2
GOALIE_SET_BALL_HEIGHT_MAX = 0.22
GOALIE_SET_DISTANCE_MAX = 2.2
GOALIE_SET_LATERAL_MAX = 1.4
GOALIE_LOW_BLOCK_DISTANCE_MAX = 1.1
GOALIE_LOW_BLOCK_LATERAL_MAX = 0.7
GOALIE_SET_HOLD_TIME = 0.3
GOALIE_PENALTY_SET_DISTANCE_MAX = 0.9
GOALIE_CATCH_HOLD_TIME = 5.5
GOALIE_CATCH_COOLDOWN_TIME = 3.0
def __init__(self, agent): def __init__(self, agent):
""" """
Creates a new DecisionMaker linked to the given agent. Creates a new DecisionMaker linked to the given agent.
@@ -27,6 +60,20 @@ class Agent:
self.agent: Base_Agent = agent self.agent: Base_Agent = agent
self.is_getting_up: bool = False self.is_getting_up: bool = False
self.goalie_mode: str = self.GOALIE_MODE_HOME
self.goalie_mode_since: float = 0.0
self.goalie_action_mode: str = self.GOALIE_ACTION_NONE
self.goalie_action_since: float = 0.0
self.goalie_intent: str = self.GOALIE_INTENT_NONE
self.goalie_intent_since: float = 0.0
self.last_patrol_switch_time: float = 0.0
self.last_home_anchor: np.ndarray | None = None
self.last_home_anchor_change_time: float = 0.0
self.home_patrol_offset: float = 0.0
self.catch_ready_time: float = 0.0
self.catch_hold_started_at: float = -1.0
self.catch_cooldown_until: float = 0.0
self._head_scan_direction: float = 1.0
def update_current_behavior(self) -> None: def update_current_behavior(self) -> None:
""" """
@@ -43,7 +90,11 @@ class Agent:
PlayModeGroupEnum.ACTIVE_BEAM, PlayModeGroupEnum.ACTIVE_BEAM,
PlayModeGroupEnum.PASSIVE_BEAM, PlayModeGroupEnum.PASSIVE_BEAM,
): ):
beam_pose = self.agent.world.field.get_beam_pose(self.agent.world.number) is_left_team = True if self.agent.world.is_left_team is None else self.agent.world.is_left_team
beam_pose = self.agent.world.field.get_beam_pose(
self.agent.world.number,
is_left_team=is_left_team,
)
self.agent.server.commit_beam( self.agent.server.commit_beam(
pos2d=beam_pose[:2], pos2d=beam_pose[:2],
rotation=beam_pose[2], rotation=beam_pose[2],
@@ -51,17 +102,371 @@ class Agent:
if self.is_getting_up or self.agent.skills_manager.is_ready(skill_name="GetUp"): if self.is_getting_up or self.agent.skills_manager.is_ready(skill_name="GetUp"):
self.is_getting_up = not self.agent.skills_manager.execute(skill_name="GetUp") self.is_getting_up = not self.agent.skills_manager.execute(skill_name="GetUp")
if self.agent.world.number == 1:
self._set_goalie_mode(self.GOALIE_MODE_RECOVER)
self._set_goalie_action_mode(self.GOALIE_ACTION_NONE)
self._set_goalie_intent(self.GOALIE_INTENT_NONE)
elif self.agent.world.playmode is PlayModeEnum.PLAY_ON:
self.carry_ball()
elif self.agent.world.playmode in (PlayModeEnum.BEFORE_KICK_OFF, PlayModeEnum.THEIR_GOAL, PlayModeEnum.OUR_GOAL): elif self.agent.world.playmode in (PlayModeEnum.BEFORE_KICK_OFF, PlayModeEnum.THEIR_GOAL, PlayModeEnum.OUR_GOAL):
self.agent.skills_manager.execute("Neutral") self.agent.skills_manager.execute("Neutral")
if self.agent.world.number == 1:
self._set_goalie_mode(self.GOALIE_MODE_HOME)
self._set_goalie_action_mode(self.GOALIE_ACTION_NONE)
self._set_goalie_intent(self.GOALIE_INTENT_NONE)
elif self.agent.world.number == 1:
self.goalkeeper()
elif self.agent.world.playmode_group == PlayModeGroupEnum.THEIR_KICK:
self._defensive_set_piece()
elif self.agent.world.playmode_group == PlayModeGroupEnum.OUR_KICK:
if self._am_i_nearest_to_ball():
self.carry_ball()
else:
self.support_position()
else: else:
self.carry_ball() self._outfield_decide()
self._apply_head_tracking()
self.agent.robot.commit_motor_targets_pd() self.agent.robot.commit_motor_targets_pd()
# ------------------------------------------------------------------
# Ball search
# ------------------------------------------------------------------
BALL_STALE_THRESHOLD = 3.0
def _search_for_ball(self) -> None:
world = self.agent.world
my_pos = world.global_position[:2]
yaw = self.agent.robot.global_orientation_euler[2] if hasattr(self.agent.robot, "global_orientation_euler") else 0.0
self.agent.skills_manager.execute(
"Walk",
target_2d=my_pos,
is_target_absolute=True,
orientation=yaw + 60.0,
is_orientation_absolute=True,
)
# ------------------------------------------------------------------
# Head tracking
# ------------------------------------------------------------------
HEAD_YAW_MIN = -90.0
HEAD_YAW_MAX = 90.0
HEAD_PITCH_MIN = -20.0
HEAD_PITCH_MAX = 70.0
HEAD_SCAN_RANGE = 70.0
HEAD_SCAN_SPEED = 80.0 # deg per second
HEAD_SCAN_PITCH = 15.0
HEAD_TRACK_KP = 8.0
HEAD_TRACK_KD = 0.4
HEAD_HEIGHT = 0.56 # approximate head height above ground
def _apply_head_tracking(self) -> None:
world = self.agent.world
robot = self.agent.robot
if not hasattr(robot, "set_motor_target_position"):
return
ball_age = float("inf")
if world.ball_last_update_time is not None and world.server_time is not None:
ball_age = world.server_time - world.ball_last_update_time
if ball_age < 0.6:
ball_rel = world.ball_pos[:2] - world.global_position[:2]
yaw_deg = robot.global_orientation_euler[2]
local_2d = MathOps.rotate_2d_vec(ball_rel, -yaw_deg, is_rad=False)
target_yaw = math.degrees(math.atan2(local_2d[1], local_2d[0]))
horiz_dist = max(np.linalg.norm(local_2d), 0.1)
dz = world.ball_pos[2] - self.HEAD_HEIGHT
target_pitch = -math.degrees(math.atan2(dz, horiz_dist))
target_yaw = np.clip(target_yaw, self.HEAD_YAW_MIN, self.HEAD_YAW_MAX)
target_pitch = np.clip(target_pitch, self.HEAD_PITCH_MIN, self.HEAD_PITCH_MAX)
else:
dt = 0.02
if world.server_time and world.last_server_time:
dt = max(world.server_time - world.last_server_time, 0.005)
current_yaw = robot.motor_positions.get("he1", 0.0)
step = self.HEAD_SCAN_SPEED * dt * self._head_scan_direction
target_yaw = current_yaw + step
if target_yaw >= self.HEAD_SCAN_RANGE:
target_yaw = self.HEAD_SCAN_RANGE
self._head_scan_direction = -1.0
elif target_yaw <= -self.HEAD_SCAN_RANGE:
target_yaw = -self.HEAD_SCAN_RANGE
self._head_scan_direction = 1.0
target_pitch = self.HEAD_SCAN_PITCH
robot.set_motor_target_position("he1", target_yaw, kp=self.HEAD_TRACK_KP, kd=self.HEAD_TRACK_KD)
robot.set_motor_target_position("he2", target_pitch, kp=self.HEAD_TRACK_KP, kd=self.HEAD_TRACK_KD)
def _ball_age_safe(self) -> float:
world = self.agent.world
if hasattr(world, "ball_age"):
return world.ball_age
if world.ball_last_update_time is not None and world.server_time is not None:
return world.server_time - world.ball_last_update_time
return float("inf")
# ------------------------------------------------------------------
# Set piece handling
# ------------------------------------------------------------------
DEFENSIVE_OFFSETS: dict[int, tuple[float, float]] = {
2: (-14.0, 8.0),
3: (-10.0, 3.0),
4: (-10.0, -3.0),
5: (-14.0, -8.0),
6: (-6.0, 0.0),
7: (-18.0, 0.0),
}
def _defensive_set_piece(self) -> None:
world = self.agent.world
ball_2d = world.ball_pos[:2]
offset = self.DEFENSIVE_OFFSETS.get(world.number, (-14.0, 0.0))
target = ball_2d + np.array(offset, dtype=float)
half_x = world.field.get_length() / 2.0
half_y = world.field.get_width() / 2.0
target[0] = np.clip(target[0], -half_x + 1.0, half_x - 1.0)
target[1] = np.clip(target[1], -half_y + 1.0, half_y + 1.0)
dist_to_ball = float(np.linalg.norm(target - ball_2d))
min_dist = world.field.get_center_circle_radius()
if dist_to_ball < min_dist:
away_dir = target - ball_2d
norm = np.linalg.norm(away_dir)
if norm > 1e-6:
away_dir = away_dir / norm
else:
away_dir = np.array([-1.0, 0.0])
target = ball_2d + away_dir * min_dist
orientation = MathOps.target_abs_angle(
world.global_position[:2], ball_2d
)
self.agent.skills_manager.execute(
"Walk",
target_2d=target,
is_target_absolute=True,
orientation=orientation,
)
# ------------------------------------------------------------------
# Outfield coordination
# ------------------------------------------------------------------
NEAREST_HYSTERESIS = 0.5 # meters dead-zone to prevent flickering
TEAMMATE_FRESH_TIME = 2.0 # seconds — ignore teammates not seen recently
SUPPORT_OFFSETS: dict[int, tuple[float, float]] = {
2: (-8.0, 6.0),
3: (-5.0, 2.0),
4: (-5.0, -2.0),
5: (-8.0, -6.0),
6: (-2.0, 0.0),
7: (-12.0, 0.0),
}
def _am_i_nearest_to_ball(self) -> bool:
world = self.agent.world
if not hasattr(world, "our_team_players"):
return True
ball_2d = world.ball_pos[:2]
my_dist = float(np.linalg.norm(world.global_position[:2] - ball_2d))
now = world.server_time if world.server_time is not None else 0.0
for idx, teammate in enumerate(world.our_team_players):
unum = idx + 1
if unum == world.number or unum == 1:
continue
if teammate.last_seen_time is None:
continue
if now - teammate.last_seen_time > self.TEAMMATE_FRESH_TIME:
continue
mate_dist = float(np.linalg.norm(teammate.position[:2] - ball_2d))
if mate_dist < my_dist - self.NEAREST_HYSTERESIS:
return False
return True
def support_position(self) -> None:
world = self.agent.world
ball_2d = world.ball_pos[:2]
offset = self.SUPPORT_OFFSETS.get(world.number, (-8.0, 0.0))
target = ball_2d + np.array(offset, dtype=float)
half_x = world.field.get_length() / 2.0
half_y = world.field.get_width() / 2.0
target[0] = np.clip(target[0], -half_x + 1.0, half_x - 1.0)
target[1] = np.clip(target[1], -half_y + 1.0, half_y + 1.0)
orientation = MathOps.target_abs_angle(
world.global_position[:2], ball_2d
)
self.agent.skills_manager.execute(
"Walk",
target_2d=target,
is_target_absolute=True,
orientation=orientation,
)
def _outfield_decide(self) -> None:
if self._ball_age_safe() >= self.BALL_STALE_THRESHOLD:
self._search_for_ball()
elif self._am_i_nearest_to_ball():
self.carry_ball()
else:
self.support_position()
def carry_ball(self): def carry_ball(self):
their_goal_pos = np.array(self.agent.world.field.get_their_goal_position()[:2], dtype=float)
self._drive_ball_towards(their_goal_pos)
def goalkeeper(self) -> None:
world = self.agent.world
field = world.field
goal_x, _ = field.get_our_goal_position()
my_pos = world.global_position[:2]
now = self._current_time()
self._update_goalie_catch_state()
if world.playmode in (
PlayModeEnum.THEIR_PENALTY_KICK,
PlayModeEnum.THEIR_PENALTY_SHOOT,
):
self._set_goalie_mode(self.GOALIE_MODE_PENALTY_READY)
target_2d = self.compute_goalie_penalty_target()
self._set_goalie_intent(self.compute_goalie_intent())
if self.goalie_intent in (
self.GOALIE_INTENT_BLOCK_LEFT,
self.GOALIE_INTENT_BLOCK_RIGHT,
self.GOALIE_INTENT_CATCH_CANDIDATE,
):
self._execute_goalie_set()
return
if self.goalie_intent == self.GOALIE_INTENT_SET:
if np.linalg.norm(target_2d - my_pos) <= self.GOALIE_PENALTY_SET_DISTANCE_MAX:
self._execute_goalie_set()
else:
self._set_goalie_action_mode(self.GOALIE_ACTION_NONE)
orientation = self.compute_goalie_orientation(target_2d)
self.agent.skills_manager.execute(
"Walk",
target_2d=target_2d,
is_target_absolute=True,
orientation=orientation,
)
return
self._set_goalie_action_mode(self.GOALIE_ACTION_NONE)
orientation = self.compute_goalie_orientation(target_2d)
self.agent.skills_manager.execute(
"Walk",
target_2d=target_2d,
is_target_absolute=True,
orientation=orientation,
)
return
if world.playmode is PlayModeEnum.OUR_GOAL_KICK:
self._set_goalie_mode(self.GOALIE_MODE_CLEAR)
self._set_goalie_action_mode(self.GOALIE_ACTION_NONE)
self._set_goalie_intent(self.GOALIE_INTENT_NONE)
self.goalie_clear_ball()
return
self._set_goalie_intent(self.compute_goalie_intent())
if (
self.goalie_action_mode == self.GOALIE_ACTION_SET
and now - self.goalie_action_since < self.GOALIE_SET_HOLD_TIME
and self.goalie_intent in (
self.GOALIE_INTENT_SET,
self.GOALIE_INTENT_BLOCK_LEFT,
self.GOALIE_INTENT_BLOCK_RIGHT,
self.GOALIE_INTENT_CATCH_CANDIDATE,
)
and not self.should_goalie_intercept()
):
self._execute_goalie_set()
return
if self.should_goalie_intercept():
if self.goalie_intent in (
self.GOALIE_INTENT_BLOCK_LEFT,
self.GOALIE_INTENT_BLOCK_RIGHT,
):
logger.debug("Goalie block intent fallback: using INTERCEPT/CLEAR instead of low-block keyframe.")
ball_pos = world.ball_pos[:2]
ball_in_penalty_area = world.field.is_inside_penalty_area(ball_pos, side="our")
ball_distance = np.linalg.norm(ball_pos - my_pos)
if self.goalie_mode == self.GOALIE_MODE_CLEAR:
if ball_in_penalty_area or ball_distance <= 1.2:
self._set_goalie_action_mode(self.GOALIE_ACTION_NONE)
self.goalie_clear_ball()
return
if ball_distance <= 0.65:
self._set_goalie_mode(self.GOALIE_MODE_CLEAR)
self._set_goalie_action_mode(self.GOALIE_ACTION_NONE)
self.goalie_clear_ball()
return
self._set_goalie_mode(self.GOALIE_MODE_INTERCEPT)
self._set_goalie_action_mode(self.GOALIE_ACTION_NONE)
target_2d = self.compute_goalie_intercept_target()
orientation = self.compute_goalie_orientation(target_2d)
self.agent.skills_manager.execute(
"Walk",
target_2d=target_2d,
is_target_absolute=True,
orientation=orientation,
)
return
if self.goalie_intent in (
self.GOALIE_INTENT_SET,
self.GOALIE_INTENT_BLOCK_LEFT,
self.GOALIE_INTENT_BLOCK_RIGHT,
self.GOALIE_INTENT_CATCH_CANDIDATE,
):
target_2d = self.compute_goalie_home_target()
if np.linalg.norm(target_2d - my_pos) <= 0.45:
self._execute_goalie_set()
else:
self._set_goalie_action_mode(self.GOALIE_ACTION_NONE)
orientation = self.compute_goalie_orientation(target_2d)
self.agent.skills_manager.execute(
"Walk",
target_2d=target_2d,
is_target_absolute=True,
orientation=orientation,
)
return
self._set_goalie_mode(self.GOALIE_MODE_HOME)
self._set_goalie_action_mode(self.GOALIE_ACTION_NONE)
target_2d = self.compute_goalie_home_target()
orientation = self.compute_goalie_orientation(target_2d)
# When the keeper is already close to the goal line target, force a
# stable forward-facing posture. This avoids repeated twist-fall cycles
# caused by tiny sideways home-line corrections.
if abs(my_pos[0] - goal_x) <= 2.0 and np.linalg.norm(target_2d - my_pos) <= 0.9:
orientation = 0.0
self.agent.skills_manager.execute(
"Walk",
target_2d=target_2d,
is_target_absolute=True,
orientation=orientation,
)
def _drive_ball_towards(self, drive_target_2d: np.ndarray) -> None:
""" """
Minimal catch-ball behavior. Minimal catch-ball behavior.
@@ -70,11 +475,10 @@ class Agent:
2. reposition with a lateral offset if they are close but not yet behind it 2. reposition with a lateral offset if they are close but not yet behind it
3. push the ball forward once they are aligned 3. push the ball forward once they are aligned
""" """
their_goal_pos = self.agent.world.field.get_their_goal_position()[:2]
ball_pos = self.agent.world.ball_pos[:2] ball_pos = self.agent.world.ball_pos[:2]
my_pos = self.agent.world.global_position[:2] my_pos = self.agent.world.global_position[:2]
ball_to_goal = their_goal_pos - ball_pos ball_to_goal = drive_target_2d - ball_pos
bg_norm = np.linalg.norm(ball_to_goal) bg_norm = np.linalg.norm(ball_to_goal)
if bg_norm <= 1e-6: if bg_norm <= 1e-6:
ball_to_goal_dir = np.array([1.0, 0.0]) ball_to_goal_dir = np.array([1.0, 0.0])
@@ -137,3 +541,245 @@ class Agent:
is_target_absolute=True, is_target_absolute=True,
orientation=orientation, orientation=orientation,
) )
def _current_time(self) -> float:
server_time = self.agent.world.server_time
return 0.0 if server_time is None else float(server_time)
def _set_goalie_mode(self, mode: str) -> None:
if self.goalie_mode == mode:
return
self.goalie_mode = mode
self.goalie_mode_since = self._current_time()
def _set_goalie_action_mode(self, mode: str) -> None:
if self.goalie_action_mode == mode:
return
self.goalie_action_mode = mode
self.goalie_action_since = self._current_time()
def _set_goalie_intent(self, intent: str) -> None:
if self.goalie_intent == intent:
return
self.goalie_intent = intent
self.goalie_intent_since = self._current_time()
def _orientation_to_ball(self, from_pos_2d: np.ndarray) -> float:
return MathOps.vector_angle(self.agent.world.ball_pos[:2] - from_pos_2d)
def compute_goalie_orientation(self, from_pos_2d: np.ndarray) -> float:
ball_pos = self.agent.world.ball_pos[:2]
ball_vec = ball_pos - from_pos_2d
if np.linalg.norm(ball_vec) < 1e-6:
return 0.0
orientation = MathOps.vector_angle(ball_vec)
return float(np.clip(orientation, -90.0, 90.0))
def compute_goalie_home_target(self) -> np.ndarray:
field = self.agent.world.field
ball_pos = self.agent.world.ball_pos[:2]
goal_x, _ = field.get_our_goal_position()
goal_half_width = field.get_goal_half_width()
raw_target = np.array(
[
goal_x + 0.8,
np.clip(
ball_pos[1] * 0.35,
-(goal_half_width - 0.35),
goal_half_width - 0.35,
),
],
dtype=float,
)
now = self._current_time()
if self.last_home_anchor is None or np.linalg.norm(raw_target - self.last_home_anchor) > 0.05:
self.last_home_anchor = raw_target
self.last_home_anchor_change_time = now
self.last_patrol_switch_time = now
self.home_patrol_offset = 0.0
elif now - self.last_home_anchor_change_time >= 8.0 and now - self.last_patrol_switch_time >= 2.0:
self.home_patrol_offset = -0.15 if self.home_patrol_offset > 0 else 0.15
self.last_patrol_switch_time = now
target = np.copy(self.last_home_anchor)
target[1] = np.clip(
target[1] + self.home_patrol_offset,
-(goal_half_width - 0.20),
goal_half_width - 0.20,
)
return target
def compute_goalie_penalty_target(self) -> np.ndarray:
field = self.agent.world.field
ball_pos = self.agent.world.ball_pos[:2]
goal_x, _ = field.get_our_goal_position()
return np.array(
[
goal_x + 0.15,
np.clip(ball_pos[1] * 0.15, -1.3, 1.3),
],
dtype=float,
)
def _update_goalie_catch_state(self) -> None:
now = self._current_time()
if (
self.goalie_mode == self.GOALIE_MODE_CATCH_HOLD
and self.catch_hold_started_at >= 0.0
and now - self.catch_hold_started_at >= self.GOALIE_CATCH_HOLD_TIME
):
self._set_goalie_mode(self.GOALIE_MODE_CATCH_COOLDOWN)
self.catch_cooldown_until = now + self.GOALIE_CATCH_COOLDOWN_TIME
self.catch_hold_started_at = -1.0
if (
self.goalie_mode == self.GOALIE_MODE_CATCH_COOLDOWN
and now >= self.catch_cooldown_until
):
self._set_goalie_mode(self.GOALIE_MODE_HOME)
def can_attempt_goalie_catch(self) -> bool:
return False
def compute_goalie_intent(self) -> str:
if self.can_attempt_goalie_catch():
return self.GOALIE_INTENT_CATCH_CANDIDATE
if self.should_goalie_block_intent():
return self.select_goalie_block_intent()
if self.should_goalie_set():
return self.GOALIE_INTENT_SET
return self.GOALIE_INTENT_NONE
def should_goalie_set(self) -> bool:
world = self.agent.world
ball_pos = world.ball_pos
my_pos = world.global_position[:2]
if not world.field.is_inside_penalty_area(ball_pos[:2], side="our"):
return False
if ball_pos[2] > self.GOALIE_SET_BALL_HEIGHT_MAX:
return False
if world.ball_speed < self.GOALIE_SET_BALL_SPEED_MIN or world.ball_speed > self.GOALIE_SET_BALL_SPEED_MAX:
return False
if np.linalg.norm(ball_pos[:2] - my_pos) > self.GOALIE_SET_DISTANCE_MAX:
return False
if abs(ball_pos[1] - my_pos[1]) > self.GOALIE_SET_LATERAL_MAX:
return False
return True
def should_goalie_block_intent(self) -> bool:
world = self.agent.world
ball_pos = world.ball_pos
my_pos = world.global_position[:2]
if not world.field.is_inside_penalty_area(ball_pos[:2], side="our"):
return False
if ball_pos[2] > self.GOALIE_SET_BALL_HEIGHT_MAX:
return False
if world.ball_speed < self.GOALIE_SET_BALL_SPEED_MIN or world.ball_speed > self.GOALIE_SET_BALL_SPEED_MAX:
return False
if np.linalg.norm(ball_pos[:2] - my_pos) > self.GOALIE_LOW_BLOCK_DISTANCE_MAX:
return False
if abs(ball_pos[1] - my_pos[1]) > self.GOALIE_LOW_BLOCK_LATERAL_MAX:
return False
return True
def select_goalie_block_side(self) -> str:
ball_y = self.agent.world.ball_pos[1]
my_y = self.agent.world.global_position[1]
return "left" if (ball_y - my_y) >= 0.0 else "right"
def select_goalie_block_intent(self) -> str:
return (
self.GOALIE_INTENT_BLOCK_LEFT
if self.select_goalie_block_side() == "left"
else self.GOALIE_INTENT_BLOCK_RIGHT
)
def _execute_goalie_set(self) -> None:
self._set_goalie_action_mode(self.GOALIE_ACTION_SET)
skill_name = "GoalieSet" if self.agent.skills_manager.has_skill("GoalieSet") else "Neutral"
self.agent.skills_manager.execute(skill_name)
def predict_ball_goal_intersection(self, horizon_s: float = 1.2) -> np.ndarray | None:
field = self.agent.world.field
ball_pos = self.agent.world.ball_pos[:2]
ball_velocity = self.agent.world.ball_velocity_2d
goal_x, _ = field.get_our_goal_position()
if ball_velocity[0] >= -1e-6:
return None
time_to_goal_line = (goal_x - ball_pos[0]) / ball_velocity[0]
if time_to_goal_line <= 0.0 or time_to_goal_line > horizon_s:
return None
y_at_goal_line = ball_pos[1] + ball_velocity[1] * time_to_goal_line
if abs(y_at_goal_line) > field.get_goal_half_width() + 0.2:
return None
return np.array([goal_x, y_at_goal_line], dtype=float)
def should_goalie_intercept(self) -> bool:
if self._ball_age_safe() >= self.BALL_STALE_THRESHOLD:
return False
field = self.agent.world.field
ball_pos = self.agent.world.ball_pos[:2]
my_pos = self.agent.world.global_position[:2]
ball_distance = np.linalg.norm(ball_pos - my_pos)
ball_in_penalty_area = field.is_inside_penalty_area(ball_pos, side="our")
if field.is_inside_goalie_area(ball_pos, side="our"):
return True
if ball_in_penalty_area and self.predict_ball_goal_intersection() is not None:
return True
if ball_in_penalty_area and ball_distance < 1.6:
return True
return False
def compute_goalie_intercept_target(self) -> np.ndarray:
field = self.agent.world.field
ball_pos = self.agent.world.ball_pos[:2]
our_goal_pos = np.array(field.get_our_goal_position()[:2], dtype=float)
goal_to_ball = ball_pos - our_goal_pos
goal_to_ball_norm = np.linalg.norm(goal_to_ball)
if goal_to_ball_norm <= 1e-6:
goal_to_ball_dir = np.array([1.0, 0.0], dtype=float)
else:
goal_to_ball_dir = goal_to_ball / goal_to_ball_norm
intercept_target = ball_pos - goal_to_ball_dir * 0.30
min_x, max_x, min_y, max_y = field.get_penalty_area_bounds(side="our")
intercept_target[0] = np.clip(intercept_target[0], min_x + 0.15, max_x - 0.15)
intercept_target[1] = np.clip(intercept_target[1], min_y + 0.15, max_y - 0.15)
return intercept_target
def goalie_clear_ball(self) -> None:
field = self.agent.world.field
ball_pos = self.agent.world.ball_pos[:2]
my_pos = self.agent.world.global_position[:2]
field_half_width = field.get_width() / 2.0
side_reference = ball_pos[1] if abs(ball_pos[1]) > 1e-3 else my_pos[1]
side_sign = 1.0 if side_reference >= 0 else -1.0
clear_y = side_sign * min(field_half_width - 1.0, abs(ball_pos[1]) + 4.0)
clear_x = min(0.0, ball_pos[0] + 3.0)
clear_target = np.array([clear_x, clear_y], dtype=float)
self._set_goalie_mode(self.GOALIE_MODE_CLEAR)
self._set_goalie_action_mode(self.GOALIE_ACTION_NONE)
self._drive_ball_towards(clear_target)

View File

@@ -1,5 +1,8 @@
from behaviors.custom.keyframe.get_up.get_up import GetUp from behaviors.custom.keyframe.get_up.get_up import GetUp
from behaviors.custom.keyframe.keyframe import KeyframeSkill from behaviors.custom.keyframe.keyframe import KeyframeSkill
from behaviors.custom.keyframe.poses.goalie_set.goalie_set import GoalieSet
from behaviors.custom.keyframe.poses.low_block_left.low_block_left import LowBlockLeft
from behaviors.custom.keyframe.poses.low_block_right.low_block_right import LowBlockRight
from behaviors.custom.keyframe.poses.neutral.neutral import Neutral from behaviors.custom.keyframe.poses.neutral.neutral import Neutral
from behaviors.behavior import Behavior from behaviors.behavior import Behavior
from behaviors.custom.reinforcement.walk.walk import Walk from behaviors.custom.reinforcement.walk.walk import Walk
@@ -22,7 +25,7 @@ class BehaviorManager:
Each skill is indexed by its class name. Each skill is indexed by its class name.
""" """
classes: list[type[Behavior]] = [Walk, Neutral, GetUp] classes: list[type[Behavior]] = [Walk, Neutral, GoalieSet, LowBlockLeft, LowBlockRight, GetUp]
# instantiate each Skill and store in the skills dictionary # instantiate each Skill and store in the skills dictionary
self.skills = {cls.__name__: cls(agent=self.agent) for cls in classes} self.skills = {cls.__name__: cls(agent=self.agent) for cls in classes}
@@ -33,6 +36,9 @@ class BehaviorManager:
raise KeyError(f"No skill found with the name '{name}'") raise KeyError(f"No skill found with the name '{name}'")
return self.skills[name] return self.skills[name]
def has_skill(self, name: str) -> bool:
return name in self.skills
def execute(self, skill_name: str, *args, **kwargs) -> bool: def execute(self, skill_name: str, *args, **kwargs) -> bool:
""" """
Executes one step of the specified skill. Executes one step of the specified skill.

View File

@@ -0,0 +1,8 @@
import os
from behaviors.custom.keyframe.keyframe import KeyframeSkill
class GoalieSet(KeyframeSkill):
def __init__(self, agent):
super().__init__(agent, os.path.join(os.path.dirname(__file__), "goalie_set.yaml"))

View File

@@ -0,0 +1,8 @@
import os
from behaviors.custom.keyframe.keyframe import KeyframeSkill
class LowBlockLeft(KeyframeSkill):
def __init__(self, agent):
super().__init__(agent, os.path.join(os.path.dirname(__file__), "low_block_left.yaml"))

View File

@@ -0,0 +1,8 @@
import os
from behaviors.custom.keyframe.keyframe import KeyframeSkill
class LowBlockRight(KeyframeSkill):
def __init__(self, agent):
super().__init__(agent, os.path.join(os.path.dirname(__file__), "low_block_right.yaml"))

View File

@@ -0,0 +1,32 @@
import logging
from behaviors.behavior import Behavior
logger = logging.getLogger(__name__)
class GoalieBlock(Behavior):
"""
Placeholder interface for a future RL-based goalkeeper blocking skill.
The production code does not register or call this skill yet.
It exists to lock down the expected execution shape for later training work.
"""
def __init__(self, agent):
super().__init__(agent)
self.last_side: str | None = None
def execute(self, reset: bool, side: str, *args, **kwargs) -> bool:
if reset:
self.last_side = side
logger.warning(
"GoalieBlock.execute(side=%s) was called before an RL model was integrated.",
side,
)
return True
def is_ready(self, *args) -> bool:
return False

View File

@@ -143,5 +143,7 @@ class Walk(Behavior):
robot.ROBOT_MOTORS[idx], target*180/math.pi, kp=25, kd=0.6 robot.ROBOT_MOTORS[idx], target*180/math.pi, kp=25, kd=0.6
) )
return False
def is_ready(self, *args, **kwargs) -> bool: def is_ready(self, *args, **kwargs) -> bool:
return True return True

View File

@@ -57,7 +57,14 @@ class MonitorClient:
unum: int, unum: int,
team_name: str, team_name: str,
pos: tuple[float, float, float], pos: tuple[float, float, float],
yaw_deg: float | None = None,
) -> None: ) -> None:
self.send( if yaw_deg is None:
f"(agent (unum {unum}) (team {team_name}) (pos {pos[0]} {pos[1]} {pos[2]}))" command = f"(agent (unum {unum}) (team {team_name}) (pos {pos[0]} {pos[1]} {pos[2]}))"
) else:
command = (
f"(agent (unum {unum}) (team {team_name}) "
f"(move {pos[0]} {pos[1]} {pos[2]} {yaw_deg}))"
)
self.send(command)

View File

@@ -1,5 +1,6 @@
import logging import logging
import socket import socket
import time
from select import select from select import select
from communication.world_parser import WorldParser from communication.world_parser import WorldParser
@@ -27,12 +28,16 @@ class Server:
logger.error( logger.error(
"Connection refused. Make sure the server is running and listening on {self.__host}:{self.__port}." "Connection refused. Make sure the server is running and listening on {self.__host}:{self.__port}."
) )
time.sleep(1.0)
logger.info(f"Server connection established to {self.__host}:{self.__port}.") logger.info(f"Server connection established to {self.__host}:{self.__port}.")
def shutdown(self) -> None: def shutdown(self) -> None:
try:
self.__socket.shutdown(socket.SHUT_RDWR)
except OSError:
pass
self.__socket.close() self.__socket.close()
self.__socket.shutdown(socket.SHUT_RDWR)
def send_immediate(self, msg: str) -> None: def send_immediate(self, msg: str) -> None:
""" """
@@ -107,3 +112,6 @@ class Server:
def commit_beam(self, pos2d: list, rotation: float) -> None: def commit_beam(self, pos2d: list, rotation: float) -> None:
assert len(pos2d) == 2 assert len(pos2d) == 2
self.commit(f"(beam {pos2d[0]} {pos2d[1]} {rotation})") self.commit(f"(beam {pos2d[0]} {pos2d[1]} {rotation})")
def commit_catch(self, angle_deg: float) -> None:
logger.debug("commit_catch(%s) is a no-op on the current server backend.", angle_deg)

View File

@@ -127,7 +127,10 @@ class WorldParser:
if not world.is_left_team: if not world.is_left_team:
world._global_cheat_position[:2] = -world._global_cheat_position[:2] world._global_cheat_position[:2] = -world._global_cheat_position[:2]
global_rotation = R.from_quat(robot.global_orientation_quat) # Rotate the current raw server pose into Apollo's unified
# left-team view. Using the previous frame orientation here
# makes right-side players drift and face the wrong direction.
global_rotation = R.from_quat(robot._global_cheat_orientation)
yaw180 = R.from_euler('z', 180, degrees=True) yaw180 = R.from_euler('z', 180, degrees=True)
fixed_rotation = yaw180 * global_rotation fixed_rotation = yaw180 * global_rotation
robot._global_cheat_orientation = fixed_rotation.as_quat() robot._global_cheat_orientation = fixed_rotation.as_quat()
@@ -138,7 +141,7 @@ class WorldParser:
[MathOps.normalize_deg(axis_angle) for axis_angle in euler_angles_deg]) [MathOps.normalize_deg(axis_angle) for axis_angle in euler_angles_deg])
robot.global_orientation_quat = robot._global_cheat_orientation robot.global_orientation_quat = robot._global_cheat_orientation
world.global_position = world._global_cheat_position world.global_position = world._global_cheat_position
except: except Exception:
logger.exception(f'Failed to rotate orientation and position considering team side') logger.exception(f'Failed to rotate orientation and position considering team side')
robot.gyroscope = np.array(perception_dict["GYR"]["rt"]) robot.gyroscope = np.array(perception_dict["GYR"]["rt"])
@@ -157,12 +160,33 @@ class WorldParser:
polar_coords = np.array(seen_object['pol']) polar_coords = np.array(seen_object['pol'])
local_cartesian_3d = MathOps.deg_sph2cart(polar_coords) local_cartesian_3d = MathOps.deg_sph2cart(polar_coords)
previous_ball_pos = np.copy(world.ball_pos)
previous_ball_time = world.ball_last_update_time
world.ball_pos = MathOps.rel_to_global_3d( world.ball_pos = MathOps.rel_to_global_3d(
local_pos_3d=local_cartesian_3d, local_pos_3d=local_cartesian_3d,
global_pos_3d=world.global_position, global_pos_3d=world.global_position,
global_orientation_quat=robot.global_orientation_quat global_orientation_quat=robot.global_orientation_quat
) )
world.ball_last_pos = previous_ball_pos
world.ball_last_update_time = world.server_time
if previous_ball_time is not None:
dt = world.server_time - previous_ball_time
if dt > 1e-6:
raw_vel = (
world.ball_pos[:2] - previous_ball_pos[:2]
) / dt
alpha = 0.4
world.ball_velocity_2d = (
alpha * raw_vel
+ (1.0 - alpha) * world.ball_velocity_2d
)
world.ball_speed = float(np.linalg.norm(world.ball_velocity_2d))
else:
world.ball_velocity_2d = np.zeros(2)
world.ball_speed = 0.0
world.is_ball_pos_updated = True world.is_ball_pos_updated = True
elif obj_type == "P": elif obj_type == "P":

View File

@@ -5,7 +5,7 @@ import sys
try: try:
GLOBAL_DIR = sys._MEIPASS # temporary folder with libs & data files GLOBAL_DIR = sys._MEIPASS # temporary folder with libs & data files
except: except AttributeError:
GLOBAL_DIR = "." GLOBAL_DIR = "."
@@ -286,22 +286,10 @@ class MathOps():
@staticmethod @staticmethod
def intersection_segment_opp_goal(a: np.ndarray, b: np.ndarray): def intersection_segment_opp_goal(a: np.ndarray, b: np.ndarray):
''' Computes the intersection point of 2d segment 'ab' and the opponents' goal (front line) ''' ''' Computes the intersection point of 2d segment 'ab' and the opponents' goal (front line) '''
vec_x = b[0] - a[0] raise NotImplementedError(
"intersection_segment_opp_goal uses hardcoded x=15 / y=±1.01. "
# Collinear intersections are not accepted "Refactor to accept field dimensions before use."
if vec_x == 0: return None )
k = (15.01 - a[0]) / vec_x
# No collision
if k < 0 or k > 1: return None
intersection_pt = a + (b - a) * k
if -1.01 <= intersection_pt[1] <= 1.01:
return intersection_pt
else:
return None
@staticmethod @staticmethod
def intersection_circle_opp_goal(p: np.ndarray, r): def intersection_circle_opp_goal(p: np.ndarray, r):
@@ -309,34 +297,18 @@ class MathOps():
Computes the intersection segment of circle (center p, radius r) and the opponents' goal (front line) Computes the intersection segment of circle (center p, radius r) and the opponents' goal (front line)
Only the y coordinates are returned since the x coordinates are always equal to 15 Only the y coordinates are returned since the x coordinates are always equal to 15
''' '''
raise NotImplementedError(
x_dev = abs(15 - p[0]) "intersection_circle_opp_goal uses hardcoded x=15 / y=±1.01. "
"Refactor to accept field dimensions before use."
if x_dev > r: )
return None # no intersection with x=15
y_dev = sqrt(r * r - x_dev * x_dev)
p1 = max(p[1] - y_dev, -1.01)
p2 = min(p[1] + y_dev, 1.01)
if p1 == p2:
return p1 # return the y coordinate of a single intersection point
elif p2 < p1:
return None # no intersection
else:
return p1, p2 # return the y coordinates of the intersection segment
@staticmethod @staticmethod
def distance_point_to_opp_goal(p: np.ndarray): def distance_point_to_opp_goal(p: np.ndarray):
''' Distance between point 'p' and the opponents' goal (front line) ''' ''' Distance between point 'p' and the opponents' goal (front line) '''
raise NotImplementedError(
if p[1] < -1.01: "distance_point_to_opp_goal uses hardcoded x=15 / y=±1.01. "
return np.linalg.norm(p - (15, -1.01)) "Refactor to accept field dimensions before use."
elif p[1] > 1.01: )
return np.linalg.norm(p - (15, 1.01))
else:
return abs(15 - p[0])
@staticmethod @staticmethod
def circle_line_segment_intersection(circle_center, circle_radius, pt1, pt2, full_line=True, tangent_tol=1e-9): def circle_line_segment_intersection(circle_center, circle_radius, pt1, pt2, full_line=True, tangent_tol=1e-9):

View File

@@ -28,10 +28,15 @@ class Field(ABC):
self.field_landmarks: FieldLandmarks = FieldLandmarks(field=self) self.field_landmarks: FieldLandmarks = FieldLandmarks(field=self)
def _resolve_side(self, side: GoalSide) -> Literal["left", "right"]: def _resolve_side(self, side: GoalSide) -> Literal["left", "right"]:
if side in ("our", "left"): if side == "left":
return "left" return "left"
if side in ("their", "right"): if side == "right":
return "right" return "right"
is_left = self.world.is_left_team
if side == "our":
return "left" if is_left else "right"
if side == "their":
return "right" if is_left else "left"
raise ValueError(f"Unknown field side: {side}") raise ValueError(f"Unknown field side: {side}")
def get_width(self) -> float: def get_width(self) -> float:
@@ -111,12 +116,19 @@ class Field(ABC):
field_half_y = self.get_width() / 2.0 field_half_y = self.get_width() / 2.0
return self._is_inside_bounds(pos2d, (-field_half_x, field_half_x, -field_half_y, field_half_y)) return self._is_inside_bounds(pos2d, (-field_half_x, field_half_x, -field_half_y, field_half_y))
def get_beam_pose(self, number: int) -> tuple[float, float, float]: def get_beam_pose(self, number: int, is_left_team: bool = True) -> tuple[float, float, float]:
try: try:
return self.DEFAULT_BEAM_POSES[number] pose = self.DEFAULT_BEAM_POSES[number]
except KeyError as exc: except KeyError as exc:
raise KeyError(f"No beam pose configured for player {number} on {type(self).__name__}") from exc raise KeyError(f"No beam pose configured for player {number} on {type(self).__name__}") from exc
if is_left_team:
return pose
x, y, rotation = pose
mirrored_rotation = ((rotation + 180.0 + 180.0) % 360.0) - 180.0
return (-x, -y, mirrored_rotation)
def get_default_beam_poses(self) -> dict[int, tuple[float, float, float]]: def get_default_beam_poses(self) -> dict[int, tuple[float, float, float]]:
return dict(self.DEFAULT_BEAM_POSES) return dict(self.DEFAULT_BEAM_POSES)
@@ -181,17 +193,13 @@ class FIFAField(Field):
PENALTY_SPOT_DISTANCE = 11.0 PENALTY_SPOT_DISTANCE = 11.0
CENTER_CIRCLE_RADIUS = 9.15 CENTER_CIRCLE_RADIUS = 9.15
DEFAULT_BEAM_POSES = { DEFAULT_BEAM_POSES = {
1: (2.1, 0.0, 0.0), 1: (-50.7, 0.0, 0.0),
2: (22.0, 12.0, 0.0), 2: (-38.9, 10.9, 0.0),
3: (22.0, 4.0, 0.0), 3: (-36.8, 4.8, 0.0),
4: (22.0, -4.0, 0.0), 4: (-36.8, -4.8, 0.0),
5: (22.0, -12.0, 0.0), 5: (-38.9, -10.9, 0.0),
6: (15.0, 0.0, 0.0), 6: (-10.2, 0.0, 0.0),
7: (4.0, 16.0, 0.0), 7: (-18.9, 0.0, 0.0),
8: (11.0, 6.0, 0.0),
9: (11.0, -6.0, 0.0),
10: (4.0, -16.0, 0.0),
11: (7.0, 0.0, 0.0),
} }
@@ -204,9 +212,9 @@ class HLAdultField(Field):
PENALTY_SPOT_DISTANCE = 2.1 PENALTY_SPOT_DISTANCE = 2.1
CENTER_CIRCLE_RADIUS = 1.5 CENTER_CIRCLE_RADIUS = 1.5
DEFAULT_BEAM_POSES = { DEFAULT_BEAM_POSES = {
1: (5.5, 0.0, 0.0), 1: (-5.5, 0.0, 0.0),
2: (2.0, -1.5, 0.0), 2: (-2.0, -1.5, 0.0),
3: (2.0, 1.5, 0.0), 3: (-2.0, 1.5, 0.0),
} }
@@ -219,11 +227,11 @@ class Soccer7vs7Field(Field):
PENALTY_SPOT_DISTANCE = 5.8 PENALTY_SPOT_DISTANCE = 5.8
CENTER_CIRCLE_RADIUS = 4.79 CENTER_CIRCLE_RADIUS = 4.79
DEFAULT_BEAM_POSES = { DEFAULT_BEAM_POSES = {
1: (2.0, 0.0, 0.0), 1: (-25.7, 0.0, 0.0),
2: (12.0, 8.0, 0.0), 2: (-15.7, 5.8, 0.0),
3: (13.5, 0.0, 0.0), 3: (-13.8, 2.5, 0.0),
4: (12.0, -8.0, 0.0), 4: (-13.8, -2.5, 0.0),
5: (7.0, 9.5, 0.0), 5: (-15.7, -5.8, 0.0),
6: (4.5, 0.0, 0.0), 6: (-5.8, 0.0, 0.0),
7: (7.0, -9.5, 0.0), 7: (-9.9, 0.0, 0.0),
} }

View File

@@ -1,4 +1,4 @@
from dataclasses import Field from world.commons.field import Field
import numpy as np import numpy as np
from world.commons.other_robot import OtherRobot from world.commons.other_robot import OtherRobot
from world.commons.field import FIFAField, HLAdultField, Soccer7vs7Field from world.commons.field import FIFAField, HLAdultField, Soccer7vs7Field
@@ -38,10 +38,14 @@ class World:
self.score_left: int = None self.score_left: int = None
self.score_right: int = None self.score_right: int = None
self.their_team_name: str = None self.their_team_name: str = None
self.last_server_time: str = None self.last_server_time: float = None
self._global_cheat_position: np.ndarray = np.zeros(3) self._global_cheat_position: np.ndarray = np.zeros(3)
self.global_position: np.ndarray = np.zeros(3) self.global_position: np.ndarray = np.zeros(3)
self.ball_pos: np.ndarray = np.zeros(3) self.ball_pos: np.ndarray = np.zeros(3)
self.ball_last_pos: np.ndarray = np.zeros(3)
self.ball_last_update_time: float = None
self.ball_velocity_2d: np.ndarray = np.zeros(2)
self.ball_speed: float = 0.0
self.is_ball_pos_updated: bool = False self.is_ball_pos_updated: bool = False
self.our_team_players: list[OtherRobot] = [OtherRobot() for _ in range(self.MAX_PLAYERS_PER_TEAM)] self.our_team_players: list[OtherRobot] = [OtherRobot() for _ in range(self.MAX_PLAYERS_PER_TEAM)]
self.their_team_players: list[OtherRobot] = [OtherRobot(is_teammate=False) for _ in self.their_team_players: list[OtherRobot] = [OtherRobot(is_teammate=False) for _ in
@@ -56,6 +60,19 @@ class World:
playmode=self.playmode, is_left_team=self.is_left_team playmode=self.playmode, is_left_team=self.is_left_team
) )
# ------------------------------------------------------------------
# Ball freshness
# ------------------------------------------------------------------
BALL_FRESH_THRESHOLD: float = 0.6 # < 0.6s: reliable
BALL_STALE_THRESHOLD: float = 3.0 # > 3.0s: completely lost
@property
def ball_age(self) -> float:
"""Seconds since the ball position was last updated by vision."""
if self.ball_last_update_time is None or self.server_time is None:
return float("inf")
return self.server_time - self.ball_last_update_time
def is_fallen(self) -> bool: def is_fallen(self) -> bool:
return self.global_position[2] < 0.3 return self.global_position[2] < 0.3