2 Commits

Author SHA1 Message Date
徐学颢
c8080d0815 add kick test script 2026-04-19 21:16:41 +08:00
徐学颢
2568fc1a9a add keyframe kick behavior, but still need to be improved 2026-04-18 18:42:06 +08:00
13 changed files with 1089 additions and 548 deletions

1
.gitignore vendored
View File

@@ -15,7 +15,6 @@ dist/
*.npz
*.xml
*.json
*.yaml
*.iml
*.pyc
.TXT

View File

@@ -6,7 +6,6 @@ import numpy as np
from utils.math_ops import MathOps
from world.commons.field import FIFAField, HLAdultField, Soccer7vs7Field
from world.commons.play_mode import PlayModeEnum, PlayModeGroupEnum
from agent.path_planner import PathPlanner
logger = logging.getLogger()
@@ -50,6 +49,9 @@ class Agent:
}
}
TEAMMATE_INFO_MAX_AGE: float = 0.8
SUPPORT_DISTANCE_FROM_BALL: float = 1.2
def __init__(self, agent):
"""
Creates a new DecisionMaker linked to the given agent.
@@ -61,7 +63,10 @@ class Agent:
self.agent: Base_Agent = agent
self.is_getting_up: bool = False
self.path_planner = PathPlanner(agent.world)
self.is_kicking: bool = False
self.current_shot_target_point: np.ndarray | None = None
self.target_point: np.ndarray = np.array([0.0, 0.0])
self.my_pos: np.ndarray = self.agent.world.global_position[:2]
def update_current_behavior(self) -> None:
"""
@@ -87,11 +92,19 @@ class Agent:
self.is_getting_up = not self.agent.skills_manager.execute(skill_name="GetUp")
elif self.agent.world.playmode is PlayModeEnum.PLAY_ON:
self.carry_ball()
active_player_number = self.get_active_player_number()
if active_player_number == self.agent.world.number:
# self.carry_ball()
self.target_point = self.my_pos + np.array([4.0, 0.0])
self.kick_ball()
else:
# self.execute_support_behavior()
self.agent.skills_manager.execute("Neutral")
elif self.agent.world.playmode in (PlayModeEnum.BEFORE_KICK_OFF, PlayModeEnum.THEIR_GOAL, PlayModeEnum.OUR_GOAL):
self.agent.skills_manager.execute("Neutral")
else:
self.carry_ball()
# self.execute_support_behavior()
self.kick_ball()
self.agent.robot.commit_motor_targets_pd()
@@ -99,19 +112,21 @@ class Agent:
"""
Basic example of a behavior: moves the robot toward the goal while handling the ball.
"""
their_goal_pos = np.array(self.agent.world.field.get_their_goal_position()[:2])
target_point = self.target_point
ball_pos = self.agent.world.ball_pos[:2]
my_pos = self.agent.world.global_position[:2]
next_target = None
ball_to_goal = their_goal_pos - ball_pos
bg_norm = np.linalg.norm(ball_to_goal)
if bg_norm == 0:
if self.kick_ball(target_point=target_point):
return
ball_to_goal_dir = ball_to_goal / bg_norm
ball_to_target = target_point - ball_pos
bt_norm = np.linalg.norm(ball_to_target)
if bt_norm == 0:
return
ball_to_target_dir = ball_to_target / bt_norm
dist_from_ball_to_start_carrying = 0.30
carry_ball_pos = ball_pos - ball_to_goal_dir * dist_from_ball_to_start_carrying
carry_ball_pos = ball_pos - ball_to_target_dir * dist_from_ball_to_start_carrying
my_to_ball = ball_pos - my_pos
my_to_ball_norm = np.linalg.norm(my_to_ball)
@@ -120,22 +135,17 @@ class Agent:
else:
my_to_ball_dir = my_to_ball / my_to_ball_norm
cosang = np.dot(my_to_ball_dir, ball_to_goal_dir)
cosang = np.dot(my_to_ball_dir, ball_to_target_dir)
cosang = np.clip(cosang, -1.0, 1.0)
angle_diff = np.arccos(cosang)
ANGLE_TOL = np.deg2rad(7.5)
aligned = (my_to_ball_norm > 1e-6) and (angle_diff <= ANGLE_TOL)
behind_ball = np.dot(my_pos - ball_pos, ball_to_goal_dir) < 0
desired_orientation = MathOps.vector_angle(ball_to_goal)
behind_ball = np.dot(my_pos - ball_pos, ball_to_target_dir) < 0
desired_orientation = MathOps.vector_angle(ball_to_target)
if not aligned or not behind_ball:
self.path_planner.set_target(carry_ball_pos)
current_time = self.agent.world.server_time
next_target = self.path_planner.update(my_pos, current_time=current_time)
if next_target is None:
next_target = carry_ball_pos
self.agent.skills_manager.execute(
"Walk",
target_2d=carry_ball_pos,
@@ -143,15 +153,142 @@ class Agent:
orientation=None if np.linalg.norm(my_pos - carry_ball_pos) > 2 else desired_orientation
)
else:
self.path_planner.set_target(their_goal_pos)
current_time = self.agent.world.server_time
next_target = self.path_planner.update(my_pos, current_time=current_time)
if next_target is None:
next_target = their_goal_pos
self.agent.skills_manager.execute(
"Walk",
target_2d=their_goal_pos,
target_2d=target_point,
is_target_absolute=True,
orientation=desired_orientation
)
def kick_ball(self, target_point=None):
if target_point is None:
target_point = self.target_point
target_point = np.asarray(target_point, dtype=float)[:2]
ball_pos = self.agent.world.ball_pos[:2]
my_pos = self.agent.world.global_position[:2]
ball_to_target = target_point - ball_pos
ball_to_target_dist = np.linalg.norm(ball_to_target)
if ball_to_target_dist <= 1e-6:
return False
if self.is_kicking:
if self.current_shot_target_point is None:
self.current_shot_target_point = target_point
active_target = self.current_shot_target_point
active_distance = np.linalg.norm(active_target - ball_pos)
self.is_kicking = not self.agent.skills_manager.execute(
"Kick", distance=active_distance
)
if not self.is_kicking:
self.current_shot_target_point = None
return True
my_to_ball = ball_pos - my_pos
my_to_ball_dist = np.linalg.norm(my_to_ball)
ball_to_target_dir = ball_to_target / ball_to_target_dist
behind_ball = np.dot(my_pos - ball_pos, ball_to_target_dir) < 0
me_to_ball_dir = ball_pos - my_pos
me_to_ball_dir_norm = np.linalg.norm(me_to_ball_dir)
desired_orientation = MathOps.vector_angle(me_to_ball_dir)
current_orientation = self.agent.robot.global_orientation_euler[2]
orientation_error = abs(
MathOps.normalize_deg(desired_orientation - current_orientation)
)
lateral_error_to_shot_line, _ = MathOps.distance_point_to_line(
p=my_pos,
a=ball_pos,
b=target_point,
)
kick_offset = MathOps.rotate_2d_vec(np.array([0.0, -0.1]), desired_orientation)
close_to_ball = my_to_ball_dist <= 0.24
good_orientation = orientation_error <= 8.0
good_lateral_offset = lateral_error_to_shot_line <= 0.16
can_shoot = (
close_to_ball
and behind_ball
and good_orientation
and good_lateral_offset
)
if not can_shoot:
prepare_offset = 0.1
prepare_pos = ball_pos - ball_to_target_dir * prepare_offset + kick_offset
self.agent.skills_manager.execute(
"Walk",
target_2d=prepare_pos,
is_target_absolute=True,
orientation=desired_orientation,
)
return True
self.current_shot_target_point = target_point
self.is_kicking = not self.agent.skills_manager.execute(
"Kick", distance=ball_to_target_dist
)
if not self.is_kicking:
self.current_shot_target_point = None
return True
def get_active_player_number(self) -> int:
world = self.agent.world
ball_pos = world.ball_pos[:2]
server_time = world.server_time
my_num = world.number
my_pos = world.global_position[:2]
best_player_number = my_num
best_distance = np.linalg.norm(my_pos - ball_pos)
for teammate_number, teammate in enumerate(world.our_team_players, start=1):
if teammate_number == my_num:
continue
if teammate.last_seen_time is None or server_time is None:
continue
info_age = server_time - teammate.last_seen_time
if info_age > self.TEAMMATE_INFO_MAX_AGE:
continue
teammate_pos = teammate.position[:2]
teammate_distance = np.linalg.norm(teammate_pos - ball_pos)
if teammate_distance + 1e-6 < best_distance:
best_distance = teammate_distance
best_player_number = teammate_number
elif abs(teammate_distance - best_distance) <= 1e-6:
best_player_number = min(best_player_number, teammate_number)
return best_player_number
def execute_support_behavior(self) -> None:
world = self.agent.world
my_pos = world.global_position[:2]
ball_pos = world.ball_pos[:2]
target_point = self.target_point
ball_to_target = target_point - ball_pos
bt_norm = np.linalg.norm(ball_to_target)
if bt_norm <= 1e-6:
ball_to_target_dir = np.array([1.0, 0.0])
else:
ball_to_target_dir = ball_to_target / bt_norm
support_pos = ball_pos - ball_to_target_dir * self.SUPPORT_DISTANCE_FROM_BALL
support_orientation = MathOps.vector_angle(ball_pos - my_pos)
self.agent.skills_manager.execute(
"Walk",
target_2d=support_pos,
is_target_absolute=True,
orientation=support_orientation,
)

View File

@@ -1,520 +0,0 @@
import numpy as np
from heapq import heappush, heappop
from typing import List, Tuple, Optional
from world.world import World # 假设你的世界类
from world.commons.field_landmarks import FieldLandmarks # 假设你的地标类
import time
class PathPlanner:
"""
足球机器人全局路径规划器A* + 动态避障)
- 静态地图:边界硬墙,球门内部可通行,门柱硬墙
- 动态障碍物:对手球员(扩大半径 + 缓冲代价)
- 支持多目标点队列,自动切换
- 不预测对手运动,仅使用当前帧位置
"""
def __init__(self, world, grid_resolution: float = 0.2):
"""
:param world: 世界对象,需包含 field_landmarks 和 global_position 属性
:param grid_resolution: 栅格分辨率(米/格)
"""
self.world = world
self.res = grid_resolution
# 球场参数(基于 Sim3D7vs7SoccerField
self.field_half_len = 27.5 # 球场半长(不含球门深度)
self.field_half_width = 18.0 # 球场半宽
self.goal_width = 3.66 # 球门宽度
self.goal_depth = 1.0 # 球门深度
self.goal_half_width = self.goal_width / 2.0
self.post_radius = 0.05 # 门柱半径
# 机器人物理参数
self.robot_radius = 0.2 # 机器人半径(米)
self.safety_margin = 0.2 # 避障安全余量(代替预测)
# 栅格尺寸
# x 范围扩展以包含球门内部:[-field_half_len - goal_depth, field_half_len + goal_depth]
self.x_min = -self.field_half_len - self.goal_depth
self.x_max = self.field_half_len + self.goal_depth
self.y_min = -self.field_half_width
self.y_max = self.field_half_width
self.nx = int((self.x_max - self.x_min) / self.res) + 1
self.ny = int((self.y_max - self.y_min) / self.res) + 1
# 静态代价地图(初始化后不再改变)
self.static_cost_map = np.zeros((self.nx, self.ny), dtype=np.float32)
self._init_static_map()
# 多目标点管理
self.waypoints: List[np.ndarray] = [] # 目标点列表
self.current_wp_idx: int = 0
self.current_path: List[np.ndarray] = [] # 当前规划的完整路径(世界坐标)
self.replan_interval: float = 1.0 # 重新规划频率Hz
self.last_replan_time: float = 0.0
self.arrival_threshold: float = 0.3 # 到达目标的距离阈值(米)
# ---------- 坐标转换辅助 ----------
def _world_to_grid(self, x: float, y: float) -> Tuple[int, int]:
"""世界坐标 -> 栅格坐标(边界裁剪)"""
ix = int((x - self.x_min) / self.res)
iy = int((y - self.y_min) / self.res)
ix = max(0, min(ix, self.nx - 1))
iy = max(0, min(iy, self.ny - 1))
return ix, iy
def _grid_to_world(self, ix: int, iy: int) -> Tuple[float, float]:
"""栅格坐标 -> 世界坐标(中心点)"""
x = ix * self.res + self.x_min
y = iy * self.res + self.y_min
return x, y
def _world_to_grid_x(self, x: float) -> int:
return int((x - self.x_min) / self.res)
def _world_to_grid_y(self, y: float) -> int:
return int((y - self.y_min) / self.res)
def _grid_to_world_x(self, ix: int) -> float:
return ix * self.res + self.x_min
def _grid_to_world_y(self, iy: int) -> float:
return iy * self.res + self.y_min
# ---------- 静态地图生成 ----------
def _init_static_map(self):
"""根据 Sim3D7vs7SoccerField 参数生成静态代价地图"""
# 球场参数
field_half_len = 27.5 # 球场半长(不含球门深度)
field_half_width = 18.0
goal_width = 3.66
goal_depth = 1.0
goal_half_width = goal_width / 2.0
post_radius = 0.05
# 1. 初始化全地图为 0自由空间
self.static_cost_map.fill(0.0)
# 2. 边界硬墙
# 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)
for i in range(self._world_to_grid_x(-field_half_len - 0.001), -1, -1):
for j in range(self.ny):
y = self._grid_to_world_y(j)
if abs(y) > goal_half_width:
self.static_cost_map[i, j] = -3
# 右侧边界x > field_half_len 的区域,保留球门开口
for i in range(self._world_to_grid_x(field_half_len + 0.001), self.nx):
for j in range(self.ny):
y = self._grid_to_world_y(j)
if abs(y) > goal_half_width:
self.static_cost_map[i, j] = -3
# 上下边界
for i in range(self.nx):
for j in [0, self.ny-1]:
self.static_cost_map[i, j] = -3
# 可选:如果需要在边界内留出线宽,可额外处理
# 4. 门柱(作为硬墙)
goal_post_positions = [
(field_half_len, goal_half_width), # 右侧上柱
(field_half_len, -goal_half_width), # 右侧下柱
(-field_half_len, goal_half_width), # 左侧上柱
(-field_half_len, -goal_half_width), # 左侧下柱
]
for px, py in goal_post_positions:
ix, iy = self._world_to_grid(px, py)
rad_cells = int(post_radius / self.res) + 1
for dx in range(-rad_cells, rad_cells+1):
for dy in range(-rad_cells, rad_cells+1):
nx, ny = ix + dx, iy + dy
if not (0 <= nx < self.nx and 0 <= ny < self.ny):
continue
dist = np.hypot(dx * self.res, dy * self.res)
if dist <= post_radius:
self.static_cost_map[nx, ny] = -3
# ---------- 获取动态障碍物(对手球员) ----------
def _get_opponent_positions(self) -> List[np.ndarray]:
"""从 FieldLandmarks 获取所有对手球员的全局位置"""
opponents = []
for player in self.world.their_team_players:
if player.last_seen_time is not None and (self.world.server_time - player.last_seen_time) < 1.0:
opponents.append(player.position[:2]) # 只使用 x, y
else:
# 长时间未看到的球员不添加到避障列表中
continue # 跳过未看到的球员
return opponents
def _get_teammate_positions(self) -> List[np.ndarray]:
"""从 FieldLandmarks 获取所有队友球员的全局位置"""
teammates = []
for player in self.world.our_team_players:
if player.last_seen_time is not None and (self.world.server_time - player.last_seen_time) < 1.0:
teammates.append(player.position[:2]) # 只使用 x, y
else:
# 长时间未看到的球员不添加到避障列表中
continue # 跳过未看到的球员
return teammates
# ---------- 动态障碍物添加到代价地图 ----------
def _apply_opponents_to_map(self, cost_map: np.ndarray, opponents: List[np.ndarray]):
"""
在动态代价地图上添加对手障碍物:
- 硬半径内:-3不可通行
- 缓冲区内:正代价(鼓励远离)
"""
effective_radius = self.robot_radius + self.safety_margin
radius_cells = int(effective_radius / self.res) + 1
buffer_width = 0.2 # 缓冲区宽度(米)
for opp in opponents:
if opp is None:
continue
ox, oy = opp[0], opp[1]
ix, iy = self._world_to_grid(ox, oy)
for dx in range(-radius_cells, radius_cells + 1):
for dy in range(-radius_cells, radius_cells + 1):
nx, ny = ix + dx, iy + dy
if not (0 <= nx < self.nx and 0 <= ny < self.ny):
continue
dist = np.hypot(dx * self.res, dy * self.res)
if dist <= effective_radius:
cost_map[nx, ny] = -3 # 硬墙
elif dist <= effective_radius + buffer_width:
# 缓冲区内增加代价(线性衰减)
if cost_map[nx, ny] >= 0:
cost_map[nx, ny] += 10.0 * (1.0 - (dist - effective_radius) / buffer_width)
def _apply_teammate_to_map(self, cost_map, teammates):
soft_radius = self.robot_radius + 0.2 # 允许稍微接近
for tm in teammates:
ix, iy = self._world_to_grid(tm[0], tm[1])
rad_cells = int(soft_radius / self.res) + 1
for dx in range(-rad_cells, rad_cells+1):
for dy in range(-rad_cells, rad_cells+1):
nx, ny = ix+dx, iy+dy
if not (0 <= nx < self.nx and 0 <= ny < self.ny):
continue
dist = np.hypot(dx*self.res, dy*self.res)
if dist <= soft_radius:
# 不设为硬墙,只加较小代价
if cost_map[nx, ny] >= 0:
cost_map[nx, ny] += 5.0 # 代价比对手小
# ---------- 启发函数 ----------
def _heuristic(self, ix1: int, iy1: int, ix2: int, iy2: int) -> float:
"""对角线距离允许8方向移动"""
dx = abs(ix1 - ix2)
dy = abs(iy1 - iy2)
return (dx + dy) - 0.585786 * min(dx, dy) # sqrt(2)-1 ≈ 0.414
# ---------- 直线检测 ----------
def _line_is_free(self, start: np.ndarray, end: np.ndarray, opponents: List[np.ndarray]) -> bool:
"""检查线段是否与任何对手(扩大后)相交"""
effective_radius = self.robot_radius + self.safety_margin
ax, ay = start
bx, by = end
abx = bx - ax
aby = by - ay
len_sq = abx * abx + aby * aby
if len_sq == 0:
return True
for opp in opponents:
if opp is None:
continue
ox, oy = opp[0], opp[1]
# 计算投影参数 t
t = ((ox - ax) * abx + (oy - ay) * aby) / len_sq
if t < 0:
t = 0
elif t > 1:
t = 1
closest_x = ax + t * abx
closest_y = ay + t * aby
dist = np.hypot(closest_x - ox, closest_y - oy)
if dist <= effective_radius:
return False
return True
# ---------- 路径重构 ----------
def _reconstruct_path(self, node: Tuple[int, int], parent: dict, start: np.ndarray) -> List[np.ndarray]:
"""从父字典重构路径(世界坐标)"""
path = []
cur = node
while cur in parent:
x, y = self._grid_to_world(cur[0], cur[1])
path.append(np.array([x, y]))
cur = parent[cur]
path.append(start)
path.reverse()
return path
# ---------- A* 规划 ----------
def plan(self, start: np.ndarray, target: Optional[np.ndarray] = None,
go_to_goal: bool = False, timeout_ms: float = 10.0) -> List[np.ndarray]:
"""
A* 路径规划
:param start: 起点 (x, y)
:param target: 目标点(当 go_to_goal=False 时使用)
:param go_to_goal: 是否前往对方球门
:param timeout_ms: 超时时间(毫秒)
:return: 路径点列表(世界坐标),若失败返回空列表
"""
# 1. 获取队友并构建动态代价地图
teammates = self._get_teammate_positions()
cost_map = self.static_cost_map.copy()
self._apply_teammate_to_map(cost_map, teammates)
opponents = self._get_opponent_positions()
self._apply_opponents_to_map(cost_map, opponents)
# 2. 转换坐标
sx, sy = self._world_to_grid(start[0], start[1])
if go_to_goal:
# 目标点为球门线上 y=0 附近的格子
goal_x = self.field_half_len
goal_y = 0.0
tx, ty = self._world_to_grid(goal_x, goal_y)
else:
if target is None:
raise ValueError("target must be provided when go_to_goal=False")
tx, ty = self._world_to_grid(target[0], target[1])
# 3. 【关键修改】强制将目标点格子设为 -1覆盖障碍物
if go_to_goal:
# 球门线上所有格子都设为 -1增加容错
goal_line_cell = self._world_to_grid_x(self.field_half_len)
y_min_cell = self._world_to_grid_y(-self.goal_half_width)
y_max_cell = self._world_to_grid_y(self.goal_half_width)
for j in range(y_min_cell, y_max_cell + 1):
if 0 <= goal_line_cell < self.nx and 0 <= j < self.ny:
cost_map[goal_line_cell, j] = -1
else:
if 0 <= tx < self.nx and 0 <= ty < self.ny:
cost_map[tx, ty] = -1
# 4. 快速直线检测(可选,可提高效率)
if go_to_goal:
end_point = np.array([goal_x, goal_y])
else:
end_point = target
if self._line_is_free(start, end_point, opponents):
# 直线无碰撞,直接返回
return [start, end_point]
# 5. A* 初始化
open_set = []
closed = np.zeros((self.nx, self.ny), dtype=bool)
g = np.full((self.nx, self.ny), np.inf)
f = np.full((self.nx, self.ny), np.inf)
parent = {} # (ix, iy) -> (pix, piy)
g[sx, sy] = 0.0
f[sx, sy] = self._heuristic(sx, sy, tx, ty)
heappush(open_set, (f[sx, sy], sx, sy))
# 记录最佳节点(用于超时/不可达回退)
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

View File

@@ -1,4 +1,5 @@
from behaviors.custom.keyframe.get_up.get_up import GetUp
from behaviors.custom.keyframe.kick.kick import Kick
from behaviors.custom.keyframe.keyframe import KeyframeSkill
from behaviors.custom.keyframe.poses.neutral.neutral import Neutral
from behaviors.behavior import Behavior
@@ -22,7 +23,7 @@ class BehaviorManager:
Each skill is indexed by its class name.
"""
classes: list[type[Behavior]] = [Walk, Neutral, GetUp]
classes: list[type[Behavior]] = [Walk, Neutral, GetUp, Kick]
# instantiate each Skill and store in the skills dictionary
self.skills = {cls.__name__: cls(agent=self.agent) for cls in classes}

View File

@@ -0,0 +1,91 @@
import os
from numbers import Real
from behaviors.behavior import Behavior
from behaviors.custom.keyframe.keyframe import KeyframeSkill
class Kick(Behavior):
SHORT_MAX_DISTANCE: float = 1.8
MID_MAX_DISTANCE: float = 4.5
TEN_METER_MIN_DISTANCE: float = 8.0
DEFAULT_DISTANCE: float = 3.0
def __init__(self, agent):
super().__init__(agent)
base_dir = os.path.dirname(__file__)
self.short_kick = KeyframeSkill(
agent=agent,
file=os.path.join(base_dir, "kick_short.yaml"),
)
self.mid_kick = KeyframeSkill(
agent=agent,
file=os.path.join(base_dir, "kick_mid.yaml"),
)
self.long_kick = KeyframeSkill(
agent=agent,
file=os.path.join(base_dir, "kick_long.yaml"),
)
self.ten_meter_kick = KeyframeSkill(
agent=agent,
file=os.path.join(base_dir, "kick_10m.yaml"),
)
self.current_kick: KeyframeSkill | None = None
self.should_reset_kick: bool = True
self.should_execute_neutral: bool = True
def execute(self, reset: bool, *args, **kwargs) -> bool:
if reset:
kick_distance = self._extract_kick_distance(*args, **kwargs)
self.current_kick = self._choose_kick_from_distance(kick_distance)
self.should_reset_kick = True
self.should_execute_neutral = True
if self.current_kick is None:
self.current_kick = self.mid_kick
if self.should_execute_neutral:
neutral_finished = self.agent.skills_manager.execute(
"Neutral",
)
self.should_reset_kick = False
if not neutral_finished:
return False
self.should_execute_neutral = False
self.should_reset_kick = True
has_finished = self.current_kick.execute(reset=self.should_reset_kick)
self.should_reset_kick = False
return has_finished
def _extract_kick_distance(self, *args, **kwargs) -> float:
distance_candidates = (
kwargs.get("distance"),
kwargs.get("kick_distance"),
kwargs.get("target_distance"),
kwargs.get("ball_to_target_distance"),
args[0] if args else None,
)
for candidate in distance_candidates:
if isinstance(candidate, Real):
return float(max(0.0, candidate))
return self.DEFAULT_DISTANCE
def _choose_kick_from_distance(self, distance: float) -> KeyframeSkill:
if distance <= self.SHORT_MAX_DISTANCE:
return self.short_kick
if distance <= self.MID_MAX_DISTANCE:
return self.mid_kick
if distance >= self.TEN_METER_MIN_DISTANCE:
return self.ten_meter_kick
return self.long_kick
def is_ready(self, *args) -> bool:
return True

View File

@@ -0,0 +1,187 @@
symmetry: false
kp: 175
kd: 1.4
keyframes:
- delta: 0.00
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 68.000
Left_Shoulder_Roll: -76.000
Left_Elbow_Pitch: -62.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 52.000
Right_Elbow_Pitch: -72.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -26.000
Left_Hip_Roll: 8.000
Left_Hip_Yaw: 0.000
Left_Knee_Pitch: 62.000
Left_Ankle_Pitch: 12.000
Left_Ankle_Roll: 3.000
Right_Hip_Pitch: 14.000
Right_Hip_Roll: -10.000
Right_Hip_Yaw: 0.000
Right_Knee_Pitch: -10.000
Right_Ankle_Pitch: 6.000
Right_Ankle_Roll: -5.000
- delta: 0.23
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 70.000
Left_Shoulder_Roll: -80.000
Left_Elbow_Pitch: -70.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 50.000
Right_Elbow_Pitch: -72.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -40.000
Left_Hip_Roll: 10.000
Left_Hip_Yaw: 2.500
Left_Knee_Pitch: 64.000
Left_Ankle_Pitch: 10.000
Left_Ankle_Roll: 4.500
Right_Hip_Pitch: 14.000
Right_Hip_Roll: -10.000
Right_Hip_Yaw: -3.000
Right_Knee_Pitch: -10.000
Right_Ankle_Pitch: 6.000
Right_Ankle_Roll: -6.000
- delta: 0.26
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 72.000
Left_Shoulder_Roll: -82.000
Left_Elbow_Pitch: -74.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 48.000
Right_Elbow_Pitch: -68.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -56.000
Left_Hip_Roll: 12.000
Left_Hip_Yaw: 5.000
Left_Knee_Pitch: 34.000
Left_Ankle_Pitch: 6.000
Left_Ankle_Roll: 5.000
Right_Hip_Pitch: 14.000
Right_Hip_Roll: -10.000
Right_Hip_Yaw: -6.000
Right_Knee_Pitch: -8.000
Right_Ankle_Pitch: 5.000
Right_Ankle_Roll: -7.000
- delta: 0.10
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 74.000
Left_Shoulder_Roll: -86.000
Left_Elbow_Pitch: -76.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 44.000
Right_Elbow_Pitch: -64.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -66.000
Left_Hip_Roll: 13.000
Left_Hip_Yaw: 5.500
Left_Knee_Pitch: -12.000
Left_Ankle_Pitch: 4.000
Left_Ankle_Roll: 5.000
Right_Hip_Pitch: 12.000
Right_Hip_Roll: -9.000
Right_Hip_Yaw: -2.500
Right_Knee_Pitch: -6.000
Right_Ankle_Pitch: 4.000
Right_Ankle_Roll: -6.000
kp: 210
- delta: 0.23
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 72.000
Left_Shoulder_Roll: -82.000
Left_Elbow_Pitch: -72.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 46.000
Right_Elbow_Pitch: -66.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -24.000
Left_Hip_Roll: 10.000
Left_Hip_Yaw: 3.000
Left_Knee_Pitch: 46.000
Left_Ankle_Pitch: 12.500
Left_Ankle_Roll: 4.500
Right_Hip_Pitch: 14.000
Right_Hip_Roll: -8.000
Right_Hip_Yaw: 0.000
Right_Knee_Pitch: -10.000
Right_Ankle_Pitch: 6.000
Right_Ankle_Roll: -4.000
- delta: 0.23
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 70.000
Left_Shoulder_Roll: -80.000
Left_Elbow_Pitch: -68.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 48.000
Right_Elbow_Pitch: -68.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -18.000
Left_Hip_Roll: 10.000
Left_Hip_Yaw: 1.000
Left_Knee_Pitch: 38.000
Left_Ankle_Pitch: 10.000
Left_Ankle_Roll: 3.000
Right_Hip_Pitch: 12.000
Right_Hip_Roll: -8.000
Right_Hip_Yaw: 0.000
Right_Knee_Pitch: -6.000
Right_Ankle_Pitch: 4.000
Right_Ankle_Roll: -4.000
- delta: 0.34
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 64.000
Left_Shoulder_Roll: -72.000
Left_Elbow_Pitch: -58.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 68.000
Right_Shoulder_Roll: 45.000
Right_Elbow_Pitch: -64.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: 0.000
Left_Hip_Roll: 0.000
Left_Hip_Yaw: 0.000
Left_Knee_Pitch: 0.000
Left_Ankle_Pitch: 0.000
Left_Ankle_Roll: 0.000
Right_Hip_Pitch: 0.000
Right_Hip_Roll: 0.000
Right_Hip_Yaw: 0.000
Right_Knee_Pitch: 0.000
Right_Ankle_Pitch: 0.000
Right_Ankle_Roll: 0.000
kp: 120

View File

@@ -0,0 +1,213 @@
symmetry: false
kp: 160
kd: 1.3
keyframes:
- delta: 0.00
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 68.000
Left_Shoulder_Roll: -76.000
Left_Elbow_Pitch: -62.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 52.000
Right_Elbow_Pitch: -72.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -18.000
Left_Hip_Roll: 8.000
Left_Hip_Yaw: 0.000
Left_Knee_Pitch: 38.000
Left_Ankle_Pitch: 12.000
Left_Ankle_Roll: 3.000
Right_Hip_Pitch: 24.000
Right_Hip_Roll: -10.000
Right_Hip_Yaw: 0.000
Right_Knee_Pitch: -38.000
Right_Ankle_Pitch: 10.000
Right_Ankle_Roll: -5.000
- delta: 0.20
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 70.000
Left_Shoulder_Roll: -80.000
Left_Elbow_Pitch: -70.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 50.000
Right_Elbow_Pitch: -72.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -30.000
Left_Hip_Roll: 10.000
Left_Hip_Yaw: 2.000
Left_Knee_Pitch: 24.000
Left_Ankle_Pitch: 10.000
Left_Ankle_Roll: 4.500
Right_Hip_Pitch: 26.000
Right_Hip_Roll: -10.000
Right_Hip_Yaw: -3.000
Right_Knee_Pitch: -40.000
Right_Ankle_Pitch: 10.000
Right_Ankle_Roll: -6.000
- delta: 0.21
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 72.000
Left_Shoulder_Roll: -82.000
Left_Elbow_Pitch: -74.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 48.000
Right_Elbow_Pitch: -68.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -48.000
Left_Hip_Roll: 12.000
Left_Hip_Yaw: 3.000
Left_Knee_Pitch: 4.000
Left_Ankle_Pitch: 4.000
Left_Ankle_Roll: 5.000
Right_Hip_Pitch: 24.000
Right_Hip_Roll: -10.000
Right_Hip_Yaw: -4.000
Right_Knee_Pitch: -36.000
Right_Ankle_Pitch: 8.000
Right_Ankle_Roll: -7.000
- delta: 0.12
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 74.000
Left_Shoulder_Roll: -86.000
Left_Elbow_Pitch: -76.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 44.000
Right_Elbow_Pitch: -64.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -56.000
Left_Hip_Roll: 13.000
Left_Hip_Yaw: 4.000
Left_Knee_Pitch: -4.000
Left_Ankle_Pitch: 2.000
Left_Ankle_Roll: 5.000
Right_Hip_Pitch: 22.000
Right_Hip_Roll: -9.000
Right_Hip_Yaw: -1.500
Right_Knee_Pitch: -28.000
Right_Ankle_Pitch: 6.000
Right_Ankle_Roll: -6.000
- delta: 0.12
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 76.000
Left_Shoulder_Roll: -88.000
Left_Elbow_Pitch: -78.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 42.000
Right_Elbow_Pitch: -62.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -60.000
Left_Hip_Roll: 14.000
Left_Hip_Yaw: 5.000
Left_Knee_Pitch: -8.000
Left_Ankle_Pitch: 0.000
Left_Ankle_Roll: 5.000
Right_Hip_Pitch: 20.000
Right_Hip_Roll: -8.000
Right_Hip_Yaw: -2.000
Right_Knee_Pitch: -24.000
Right_Ankle_Pitch: 4.000
Right_Ankle_Roll: -5.000
kp: 190
- delta: 0.21
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 72.000
Left_Shoulder_Roll: -82.000
Left_Elbow_Pitch: -72.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 46.000
Right_Elbow_Pitch: -66.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -22.000
Left_Hip_Roll: 10.000
Left_Hip_Yaw: 3.000
Left_Knee_Pitch: 16.000
Left_Ankle_Pitch: 11.500
Left_Ankle_Roll: 4.500
Right_Hip_Pitch: 24.000
Right_Hip_Roll: -8.000
Right_Hip_Yaw: 0.000
Right_Knee_Pitch: -34.000
Right_Ankle_Pitch: 8.000
Right_Ankle_Roll: -4.000
- delta: 0.21
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 70.000
Left_Shoulder_Roll: -80.000
Left_Elbow_Pitch: -68.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 48.000
Right_Elbow_Pitch: -68.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -18.000
Left_Hip_Roll: 10.000
Left_Hip_Yaw: 1.000
Left_Knee_Pitch: 12.000
Left_Ankle_Pitch: 10.000
Left_Ankle_Roll: 3.000
Right_Hip_Pitch: 24.000
Right_Hip_Roll: -8.000
Right_Hip_Yaw: 0.000
Right_Knee_Pitch: -34.000
Right_Ankle_Pitch: 8.000
Right_Ankle_Roll: -4.000
- delta: 0.31
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 64.000
Left_Shoulder_Roll: -72.000
Left_Elbow_Pitch: -58.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 68.000
Right_Shoulder_Roll: 45.000
Right_Elbow_Pitch: -64.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: 0.000
Left_Hip_Roll: 0.000
Left_Hip_Yaw: 0.000
Left_Knee_Pitch: 0.000
Left_Ankle_Pitch: 0.000
Left_Ankle_Roll: 0.000
Right_Hip_Pitch: 20.000
Right_Hip_Roll: -6.000
Right_Hip_Yaw: 0.000
Right_Knee_Pitch: -26.000
Right_Ankle_Pitch: 6.000
Right_Ankle_Roll: 0.000
kp: 120

View File

@@ -0,0 +1,213 @@
symmetry: false
kp: 150
kd: 1.2
keyframes:
- delta: 0.00
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 68.000
Left_Shoulder_Roll: -76.000
Left_Elbow_Pitch: -62.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 52.000
Right_Elbow_Pitch: -72.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -16.000
Left_Hip_Roll: 8.000
Left_Hip_Yaw: 0.000
Left_Knee_Pitch: 36.000
Left_Ankle_Pitch: 12.000
Left_Ankle_Roll: 4.000
Right_Hip_Pitch: 24.000
Right_Hip_Roll: -10.000
Right_Hip_Yaw: 0.000
Right_Knee_Pitch: -36.000
Right_Ankle_Pitch: 9.000
Right_Ankle_Roll: -5.000
- delta: 0.17
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 70.000
Left_Shoulder_Roll: -80.000
Left_Elbow_Pitch: -70.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 50.000
Right_Elbow_Pitch: -72.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -28.000
Left_Hip_Roll: 10.000
Left_Hip_Yaw: 1.500
Left_Knee_Pitch: 24.000
Left_Ankle_Pitch: 10.000
Left_Ankle_Roll: 4.500
Right_Hip_Pitch: 26.000
Right_Hip_Roll: -10.000
Right_Hip_Yaw: -2.000
Right_Knee_Pitch: -38.000
Right_Ankle_Pitch: 10.000
Right_Ankle_Roll: -6.000
- delta: 0.18
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 72.000
Left_Shoulder_Roll: -82.000
Left_Elbow_Pitch: -74.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 48.000
Right_Elbow_Pitch: -68.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -44.000
Left_Hip_Roll: 12.000
Left_Hip_Yaw: 3.000
Left_Knee_Pitch: 6.000
Left_Ankle_Pitch: 5.000
Left_Ankle_Roll: 5.000
Right_Hip_Pitch: 24.000
Right_Hip_Roll: -10.000
Right_Hip_Yaw: -4.000
Right_Knee_Pitch: -36.000
Right_Ankle_Pitch: 8.000
Right_Ankle_Roll: -7.000
- delta: 0.12
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 74.000
Left_Shoulder_Roll: -84.000
Left_Elbow_Pitch: -76.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 46.000
Right_Elbow_Pitch: -66.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -52.000
Left_Hip_Roll: 13.000
Left_Hip_Yaw: 3.500
Left_Knee_Pitch: -2.000
Left_Ankle_Pitch: 2.000
Left_Ankle_Roll: 5.000
Right_Hip_Pitch: 24.000
Right_Hip_Roll: -9.000
Right_Hip_Yaw: -1.000
Right_Knee_Pitch: -30.000
Right_Ankle_Pitch: 6.000
Right_Ankle_Roll: -5.000
- delta: 0.12
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 76.000
Left_Shoulder_Roll: -86.000
Left_Elbow_Pitch: -78.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 44.000
Right_Elbow_Pitch: -64.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -58.000
Left_Hip_Roll: 14.000
Left_Hip_Yaw: 4.000
Left_Knee_Pitch: -6.000
Left_Ankle_Pitch: 0.000
Left_Ankle_Roll: 5.000
Right_Hip_Pitch: 22.000
Right_Hip_Roll: -9.000
Right_Hip_Yaw: -1.000
Right_Knee_Pitch: -26.000
Right_Ankle_Pitch: 4.000
Right_Ankle_Roll: -6.000
kp: 180
- delta: 0.18
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 72.000
Left_Shoulder_Roll: -82.000
Left_Elbow_Pitch: -72.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 46.000
Right_Elbow_Pitch: -66.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -20.000
Left_Hip_Roll: 10.500
Left_Hip_Yaw: 2.000
Left_Knee_Pitch: 20.000
Left_Ankle_Pitch: 11.000
Left_Ankle_Roll: 4.500
Right_Hip_Pitch: 24.000
Right_Hip_Roll: -8.000
Right_Hip_Yaw: 0.000
Right_Knee_Pitch: -34.000
Right_Ankle_Pitch: 8.000
Right_Ankle_Roll: -4.000
- delta: 0.18
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 70.000
Left_Shoulder_Roll: -80.000
Left_Elbow_Pitch: -68.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 72.000
Right_Shoulder_Roll: 48.000
Right_Elbow_Pitch: -68.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -16.000
Left_Hip_Roll: 10.000
Left_Hip_Yaw: 1.000
Left_Knee_Pitch: 14.000
Left_Ankle_Pitch: 10.000
Left_Ankle_Roll: 3.000
Right_Hip_Pitch: 24.000
Right_Hip_Roll: -8.000
Right_Hip_Yaw: 0.000
Right_Knee_Pitch: -34.000
Right_Ankle_Pitch: 8.000
Right_Ankle_Roll: -4.000
- delta: 0.26
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 64.000
Left_Shoulder_Roll: -72.000
Left_Elbow_Pitch: -58.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: 68.000
Right_Shoulder_Roll: 45.000
Right_Elbow_Pitch: -64.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: 0.000
Left_Hip_Roll: 0.000
Left_Hip_Yaw: 0.000
Left_Knee_Pitch: 0.000
Left_Ankle_Pitch: 0.000
Left_Ankle_Roll: 0.000
Right_Hip_Pitch: 20.000
Right_Hip_Roll: -6.000
Right_Hip_Yaw: 0.000
Right_Knee_Pitch: -26.000
Right_Ankle_Pitch: 6.000
Right_Ankle_Roll: 0.000
kp: 120

View File

@@ -0,0 +1,213 @@
symmetry: false
kp: 140
kd: 1.2
keyframes:
- delta: 0.00
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 68.000
Left_Shoulder_Roll: -76.000
Left_Elbow_Pitch: -62.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: -72.000
Right_Shoulder_Roll: 52.000
Right_Elbow_Pitch: -70.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -12.000
Left_Hip_Roll: 8.000
Left_Hip_Yaw: 0.000
Left_Knee_Pitch: 35.000
Left_Ankle_Pitch: -18.000
Left_Ankle_Roll: 3.000
Right_Hip_Pitch: 14.000
Right_Hip_Roll: -9.000
Right_Hip_Yaw: 0.000
Right_Knee_Pitch: -10.000
Right_Ankle_Pitch: 6.000
Right_Ankle_Roll: -5.000
- delta: 0.16
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 70.000
Left_Shoulder_Roll: -80.000
Left_Elbow_Pitch: -70.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: -72.000
Right_Shoulder_Roll: 50.000
Right_Elbow_Pitch: -70.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -25.000
Left_Hip_Roll: 10.000
Left_Hip_Yaw: 1.000
Left_Knee_Pitch: 45.000
Left_Ankle_Pitch: -20.000
Left_Ankle_Roll: 4.500
Right_Hip_Pitch: 14.000
Right_Hip_Roll: -9.000
Right_Hip_Yaw: -1.000
Right_Knee_Pitch: -10.000
Right_Ankle_Pitch: 6.000
Right_Ankle_Roll: -5.500
- delta: 0.17
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 72.000
Left_Shoulder_Roll: -82.000
Left_Elbow_Pitch: -74.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: -72.000
Right_Shoulder_Roll: 48.000
Right_Elbow_Pitch: -68.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -40.000
Left_Hip_Roll: 12.000
Left_Hip_Yaw: 2.000
Left_Knee_Pitch: 18.000
Left_Ankle_Pitch: -24.000
Left_Ankle_Roll: 5.000
Right_Hip_Pitch: 14.000
Right_Hip_Roll: -8.000
Right_Hip_Yaw: -2.000
Right_Knee_Pitch: -8.000
Right_Ankle_Pitch: 5.000
Right_Ankle_Roll: -7.000
- delta: 0.16
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 73.500
Left_Shoulder_Roll: -84.000
Left_Elbow_Pitch: -76.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: -72.000
Right_Shoulder_Roll: 46.000
Right_Elbow_Pitch: -66.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -48.000
Left_Hip_Roll: 13.000
Left_Hip_Yaw: 3.000
Left_Knee_Pitch: -8.000
Left_Ankle_Pitch: -18.000
Left_Ankle_Roll: 5.000
Right_Hip_Pitch: 12.000
Right_Hip_Roll: -8.000
Right_Hip_Yaw: -1.000
Right_Knee_Pitch: -6.000
Right_Ankle_Pitch: 4.000
Right_Ankle_Roll: -5.000
- delta: 0.16
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 75.000
Left_Shoulder_Roll: -86.000
Left_Elbow_Pitch: -72.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: -70.000
Right_Shoulder_Roll: 44.000
Right_Elbow_Pitch: -64.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -50.000
Left_Hip_Roll: 13.000
Left_Hip_Yaw: 3.000
Left_Knee_Pitch: 5.000
Left_Ankle_Pitch: -22.000
Left_Ankle_Roll: 5.000
Right_Hip_Pitch: 12.000
Right_Hip_Roll: -8.000
Right_Hip_Yaw: 0.000
Right_Knee_Pitch: -6.000
Right_Ankle_Pitch: 4.000
Right_Ankle_Roll: -5.000
kp: 170
- delta: 0.18
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 73.500
Left_Shoulder_Roll: -82.000
Left_Elbow_Pitch: -69.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: -72.000
Right_Shoulder_Roll: 48.000
Right_Elbow_Pitch: -68.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -8.000
Left_Hip_Roll: 9.000
Left_Hip_Yaw: 1.000
Left_Knee_Pitch: 28.000
Left_Ankle_Pitch: -22.000
Left_Ankle_Roll: 3.000
Right_Hip_Pitch: 8.000
Right_Hip_Roll: -5.000
Right_Hip_Yaw: 0.000
Right_Knee_Pitch: -8.000
Right_Ankle_Pitch: 5.000
Right_Ankle_Roll: -3.000
- delta: 0.18
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 72.000
Left_Shoulder_Roll: -82.000
Left_Elbow_Pitch: -68.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: -68.000
Right_Shoulder_Roll: 48.000
Right_Elbow_Pitch: -62.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: -2.000
Left_Hip_Roll: 9.000
Left_Hip_Yaw: 1.000
Left_Knee_Pitch: 28.000
Left_Ankle_Pitch: -18.000
Left_Ankle_Roll: 3.000
Right_Hip_Pitch: 8.000
Right_Hip_Roll: -5.000
Right_Hip_Yaw: 0.000
Right_Knee_Pitch: -6.000
Right_Ankle_Pitch: 4.000
Right_Ankle_Roll: -3.000
- delta: 0.24
motor_positions:
Head_yaw: 0.000
Head_pitch: 0.000
Left_Shoulder_Pitch: 65.000
Left_Shoulder_Roll: -75.000
Left_Elbow_Pitch: -60.000
Left_Elbow_Yaw: 0.000
Right_Shoulder_Pitch: -65.000
Right_Shoulder_Roll: 45.000
Right_Elbow_Pitch: -60.000
Right_Elbow_Yaw: 0.000
Waist: 0.000
Left_Hip_Pitch: 0.000
Left_Hip_Roll: 0.000
Left_Hip_Yaw: 0.000
Left_Knee_Pitch: 0.000
Left_Ankle_Pitch: 0.000
Left_Ankle_Roll: 0.000
Right_Hip_Pitch: 0.000
Right_Hip_Roll: 0.000
Right_Hip_Yaw: 0.000
Right_Knee_Pitch: 0.000
Right_Ankle_Pitch: 0.000
Right_Ankle_Roll: 0.000
kp: 120

7
kick_test.sh Executable file
View File

@@ -0,0 +1,7 @@
#!/bin/bash
export OMP_NUM_THREADS=1
host=${1:-localhost}
port=${2:-60000}
python3 run_player.py --host $host --port $port -n 1 -t SE &

0
readme.md Normal file → Executable file
View File

0
start_FIFA.sh Normal file → Executable file
View File

View File

@@ -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 # 服务器时间,单位:秒
self.server_time: float = None
self.score_left: int = None
self.score_right: int = None
self.their_team_name: str = None