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