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attacker.hpp
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attacker.hpp
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#ifndef TTATTACK_HPP
#define TTATTACK_HPP
#include <list>
#include "beliefstate.h"
#include "geometry.h"
#include "pose.h"
#include "constants.h"
#define ANGLE_TO_DIST 0
class TAttack
{
static const int offset = 400;
// Corner Case: wall, ball, bot in line
Point2D<int> prevBotPos;
float prevBotAngle;
public:
TAttack()
{
iState = APPROACHING;
} // TAttack
~TAttack()
{ } // ~TAttack
enum InternalState
{
APPROACHING,
ATTACKING
} iState;
int hasAchievedOffset;
inline bool isActiveTactic(void) const
{
return true;
}
bool pointxInField(Vector2D<int> final)
{
if((final.x < HALF_FIELD_MAXX - (BALL_AT_CORNER_THRESH) && final.x > -HALF_FIELD_MAXX + (BALL_AT_CORNER_THRESH)))
{
if((final.y < HALF_FIELD_MAXY - BALL_AT_CORNER_THRESH && final.y > -HALF_FIELD_MAXY + BALL_AT_CORNER_THRESH))
{
return true;
}
else return false;
}
else return false;
}
Pose execute(BeliefState *state,int botID)
{
Vector2D<int> ballPos(state->ballX,state->ballY);
Vector2D<int> homePos(state->homeX[botID], state->homeY[botID]);
Vector2D<int> opp_goal(HALF_FIELD_MAXX, 0);
static Vector2D<float> lastVel[10];
static int index = 0;
if(index < 10) {
lastVel[index].x = state->ballVx;
lastVel[index].y = state->ballVy;
index = (index + 1) % 10;
}
Vector2D<float> avgBallVel(0.0,0.0);
for(int i=0;i<10;i++) {
avgBallVel.x += lastVel[i].x;
avgBallVel.y += lastVel[i].y;
}
avgBallVel.x /= 10.0;
avgBallVel.y /= 10.0;
float dist = Vector2D<int>::dist(ballPos, homePos);
if(dist < BOT_BALL_THRESH)
{
/* Ball is with bot. So go to goal */
printf("\n Going to Ball \n ");
//sParam.GoToPointP.align = false;
//tState = RUNNING;
Pose appro(HALF_FIELD_MAXX,0,Vector2D<int>::angle(opp_goal, ballPos));
iState = ATTACKING;
return appro;
}
else
{
/* Ball is not with bot so go to ball first */
//sParam.GoToPointP.align = true;
float ballgoaldist = Vector2D<int>::dist(ballPos, opp_goal);
float factor = (int)Vector2D<int>::dist(ballPos,homePos);
factor /= 5*MAX_BOT_SPEED;
factor =0;
//int ballPosX = state->ballPos.x;// + factor * state->ballVel.x;
//int ballPosY = state->ballPos.y;// + factor * state->ballVel.y;
float offset = TAttack::offset;//TAttack::offset * state->ballVel.abs()/6000.0+
if(homePos.x < ballPos.x)
offset = 0;
int x3 = (ballPos.x * (ballgoaldist + offset) - offset * HALF_FIELD_MAXX) / ballgoaldist;
int y3 = (ballPos.y * (ballgoaldist + offset)) / ballgoaldist;
/// logarithmic search to place offset point in field. */
//float offset = 600;
/****************************** added velocity factor in offset *****************/
factor = 0.4;
int targetX=0,targetY=0;
{
printf("Ball Veclocity : x = %f y = %f\n",avgBallVel.x,avgBallVel.y);
int ballBotDist = (int)Vector2D<int>::dist(homePos,ballPos);
printf("delta x = %d delta y = %d\n",(int)(factor * state->ballVx),(int)(factor * state->ballVy));
targetX = ballPos.x + (int)(factor * avgBallVel.x);
targetY = ballPos.y + (int)(factor * avgBallVel.y);
//x3 = targetX;//(targetX * (ballgoaldist + offset) - offset * OPP_GOAL_X) / ballgoaldist;
//y3 = targetY;//(targetY * (ballgoaldist + offset)) / ballgoaldist;
}
/**************************** done velocity factor ****************************/
/*************************** Weighted offset *********************************/
//weighted value of previously calculated offset and one using ball velocity
// P = (P1 + W*P2)/(W + 1)
float weight = (avgBallVel.x < -100 ? -(avgBallVel.x)-100 : 0.00)*sqrt(avgBallVel.y*avgBallVel.y) / (200.0);
Vector2D<int> final(0,0);
final.x = x3 + weight * targetX;
final.y = y3 + weight * targetY;
final.x = final.x/(weight + 1);
final.y = final.y/(weight + 1);
x3 = final.x, y3 = final.y;
/************************ Done offset ***************************************/
//SkillSet::comm->addCircle(x3,y3,300);
while(isPointinField(Point2D<int>(x3, y3)))
{
if(isPointinField(ballPos))
{
offset= 0;
x3 = (ballPos.x * (ballgoaldist + offset) - offset * HALF_FIELD_MAXX) / ballgoaldist;
y3 = (ballPos.y * (ballgoaldist + offset)) / ballgoaldist;
break;
}
offset /= 1.25;
if(offset <= 1.0)
break;
x3 = (ballPos.x * (ballgoaldist + offset) - offset * HALF_FIELD_MAXX) / ballgoaldist;
y3 = (ballPos.y * (ballgoaldist + offset)) / ballgoaldist;
}
offset/=1.25;
/// log search to place offset at a point not co-inciding with a bot.
Point2D<int> offsetpt(x3,y3);
/*while(1)
{
bool flag = false;
for(int i=0; i < 5; i++)
{
Vector2D<int> homePosi(state->homeX[i],state->awayX[i]);
if(intersects(offsetpt, homePosi, (int)BOT_RADIUS*3))
{
if(i == botID)
continue;
flag = true;
offset /= 1.1;
}
}
for(int i=0; i < 5; i++)
{
Vector2D<int> awayPosi(state->awayX[i], state->awayY[i]);
if(intersects(offsetpt, awayPosi, (int)BOT_RADIUS*3))
{
flag = true;
offset /= 1.1;
}
}
//x3 = (ballPosX * (ballgoaldist + offset) - offset * OPP_GOAL_X) / ballgoaldist;
//y3 = (ballPosY * (ballgoaldist + offset)) / ballgoaldist;
if(!flag)
break;
if(offset <= 2.0)
{
offset = 0;
//x3 = (ballPosX * (ballgoaldist + offset) - offset * OPP_GOAL_X) / ballgoaldist;
//y3 = (ballPosY * (ballgoaldist + offset)) / ballgoaldist;
break;
}
}*/
int dist2 = Vector2D<int>::dist(offsetpt, homePos);
if(dist2 < 200)
hasAchievedOffset = 1;
else if(dist > 2 * offset)
hasAchievedOffset = 0;
if(ballPos.x < homePos.x)
hasAchievedOffset = 0;
Pose attackp(x3,y3,Vector2D<int>::angle(opp_goal,ballPos));
if(hasAchievedOffset)
{
Pose attackpt(ballPos.x,ballPos.y,Vector2D<int>::angle(ballPos, homePos));
return attackpt;
}
else
{
return attackp;
}
}
}
}; // class TAttack
#endif // TTCharge_HPP