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583 lines
29 KiB
Python
583 lines
29 KiB
Python
from cpp.a_star import a_star
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from math_ops.Math_Ops import Math_Ops as M
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from world.World import World
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import math
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import numpy as np
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class Path_Manager():
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MODE_CAUTIOUS = 0
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MODE_DRIBBLE = 1 # safety margins are increased
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MODE_AGGRESSIVE = 2 # safety margins are reduced for opponents
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STATUS_SUCCESS = 0 # the pathfinding algorithm was executed normally
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STATUS_TIMEOUT = 1 # timeout before the target was reached (may be impossible)
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STATUS_IMPOSSIBLE = 2 # impossible to reach target (all options were tested)
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STATUS_DIRECT = 3 # no obstacles between start and target (path contains only 2 points: the start and target)
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HOT_START_DIST_WALK = 0.05 # hot start prediction distance (when walking)
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HOT_START_DIST_DRIBBLE = 0.10 # hot start prediction distance (when dribbling)
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def __init__(self, world : World) -> None:
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self.world = world
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self._draw_obstacles = False # enabled by function 'draw_options'
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self._draw_path = False # enabled by function 'draw_options'
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self._use_team_channel = False # enabled by function 'draw_options'
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# internal variables to bootstrap the path to start from a prediction (to reduce path instability)
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self.last_direction_rad = None
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self.last_update = 0
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self.last_start_dist = None
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def draw_options(self, enable_obstacles, enable_path, use_team_drawing_channel=False):
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'''
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Enable or disable drawings, and change drawing channel
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If self.world.draw.enable is False, these options are ignored
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Parameters
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----------
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enable_obstacles : bool
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draw relevant obstacles for path planning
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enable_path : bool
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draw computed path
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use_team_drawing_channel : bool
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True to use team drawing channel, otherwise use individual channel
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Using individual channels for each player means that drawings with the same name can coexist
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With the team channel, drawings with the same name will replace previous drawings, even if drawn by a teammate
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'''
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self._draw_obstacles = enable_obstacles
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self._draw_path = enable_path
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self._use_team_channel = use_team_drawing_channel
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def get_obstacles(self, include_teammates, include_opponents, include_play_mode_restrictions, max_distance = 4, max_age = 500,
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ball_safety_margin = 0, goalpost_safety_margin = 0, mode = MODE_CAUTIOUS, priority_unums=[]):
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'''
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Parameters
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----------
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include_teammates : bool
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include teammates in the returned list of obstacles
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include_opponents : bool
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include opponents in the returned list of obstacles
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max_distance : float
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teammates or opponents are only considered if they are closer than `max_distance` (meters)
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max_age : float
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teammates or opponents are only considered if they were seen in the last `max_age` (milliseconds)
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ball_safety_margin : float
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minimum value for the ball's soft repulsion radius
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this value is increased when the game is stopped, and when the ball is almost out of bounds
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default is zero, the ball is ignored
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goalpost_safety_margin : float
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hard repulsion radius around the opponents' goalposts
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default is zero, uses the minimum margin
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mode : int
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overall attitude towards safety margins (concerns teammates and opponents)
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priority_unums : list
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list of teammates to avoid (since their role is more important)
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Returns
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-------
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obstacles : list
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list of obstacles, where each obstacle is a tuple of 5 floats (x, y, hard radius, soft radius, repulsive force)
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'''
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w = self.world
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ball_2d = w.ball_abs_pos[:2]
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obstacles = []
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# 'comparator' is a variable local to the lambda, which captures the current value of (w.time_local_ms - max_age)
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check_age = lambda last_update, comparator = w.time_local_ms - max_age : last_update > 0 and last_update >= comparator
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#---------------------------------------------- Get recently seen close teammates
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if include_teammates:
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soft_radius = 1.1 if mode == Path_Manager.MODE_DRIBBLE else 0.6 # soft radius: repulsive force is max at center and fades
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def get_hard_radius(t):
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if t.unum in priority_unums:
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return 1.0 # extra distance for priority roles
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else:
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return t.state_ground_area[1]+0.2
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# Get close teammates (center, hard radius, soft radius, force)
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obstacles.extend( (*t.state_ground_area[0],
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get_hard_radius(t),
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1.5 if t.unum in priority_unums else soft_radius,
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1.0) # repulsive force
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for t in w.teammates if not t.is_self and check_age(t.state_last_update) and t.state_horizontal_dist < max_distance)
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#---------------------------------------------- Get recently seen close opponents
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if include_opponents:
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# soft radius: repulsive force is max at center and fades
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if mode == Path_Manager.MODE_AGGRESSIVE:
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soft_radius = 0.6
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hard_radius = lambda o : 0.2
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elif mode == Path_Manager.MODE_DRIBBLE:
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soft_radius = 2.3
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hard_radius = lambda o : o.state_ground_area[1]+0.9
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else:
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soft_radius = 1.0
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hard_radius = lambda o : o.state_ground_area[1]+0.2
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# Get close opponents (center, hard radius, soft radius, force)
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obstacles.extend( (*o.state_ground_area[0],
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hard_radius(o),
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soft_radius,
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1.5 if o.unum == 1 else 1.0) # repulsive force (extra for their GK)
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for o in w.opponents if o.state_last_update > 0 and w.time_local_ms - o.state_last_update <= max_age and o.state_horizontal_dist < max_distance)
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#---------------------------------------------- Get play mode restrictions
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if include_play_mode_restrictions:
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if w.play_mode == World.M_THEIR_GOAL_KICK:
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obstacles.extend((15,i,2.1,0,0) for i in range(-2,3)) # 5 circular obstacles to cover their goal area
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elif w.play_mode == World.M_THEIR_PASS:
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obstacles.append((*ball_2d, 1.2, 0, 0))
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elif w.play_mode in [World.M_THEIR_KICK_IN,World.M_THEIR_CORNER_KICK,World.M_THEIR_FREE_KICK,World.M_THEIR_DIR_FREE_KICK, World.M_THEIR_OFFSIDE]:
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obstacles.append((*ball_2d, 2.5, 0, 0))
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#---------------------------------------------- Get ball
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if ball_safety_margin > 0:
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# increase ball safety margin in certain game scenarios
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if (w.play_mode_group != w.MG_OTHER) or abs(ball_2d[1])>9.5 or abs(ball_2d[0])>14.5:
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ball_safety_margin += 0.12
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obstacles.append((*ball_2d, 0, ball_safety_margin, 8))
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#---------------------------------------------- Get goal posts
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if goalpost_safety_margin > 0:
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obstacles.append((14.75, 1.10,goalpost_safety_margin,0,0))
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obstacles.append((14.75,-1.10,goalpost_safety_margin,0,0))
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#---------------------------------------------- Draw obstacles
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if self._draw_obstacles:
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d = w.team_draw if self._use_team_channel else w.draw
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if d.enabled:
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for o in obstacles:
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if o[3] > 0: d.circle(o[:2],o[3],o[4]/2, d.Color.orange, "path_obstacles", False)
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if o[2] > 0: d.circle(o[:2],o[2],1, d.Color.red, "path_obstacles", False)
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d.flush("path_obstacles")
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return obstacles
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def _get_hot_start(self, start_distance):
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'''
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Get hot start position for path (considering the previous path)
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(as opposed to a cold start, where the path starts at the player)
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'''
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if self.last_update > 0 and self.world.time_local_ms - self.last_update == 20 and self.last_start_dist == start_distance:
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return self.world.robot.loc_head_position[:2] + M.vector_from_angle(self.last_direction_rad, is_rad = True) * start_distance
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else:
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return self.world.robot.loc_head_position[:2] # return cold start if start_distance was different or the position was not updated in the last step
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def _update_hot_start(self, next_dir_rad, start_distance):
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''' Update hot start position for next run '''
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self.last_direction_rad = next_dir_rad
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self.last_update = self.world.time_local_ms
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self.last_start_dist = start_distance
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def _extract_target_from_path(self, path, path_len, ret_segments):
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ret_seg_ceil = math.ceil(ret_segments)
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if path_len >= ret_seg_ceil:
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i = ret_seg_ceil * 2 # path index of ceil point (x)
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if ret_seg_ceil == ret_segments:
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return path[i:i+2]
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else:
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floor_w = ret_seg_ceil-ret_segments
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return path[i-2:i] * floor_w + path[i:i+2] * (1-floor_w)
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else:
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return path[-2:] # path end
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def get_path_to_ball(self, x_ori = None, x_dev = -0.2, y_dev = 0, torso_ori = None, torso_ori_thrsh = 1,
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priority_unums:list=[], is_aggressive=True, safety_margin = 0.25, timeout = 3000):
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'''
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Get next target from path to ball (next absolute position + next absolute orientation)
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If the robot is an active player, and close to the ball, it makes sense to be aggressive
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If the robot is far, it should follow the role_position instead to predict the intersection with ball
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Parameters
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----------
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x_ori : float
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(This variable allows the specification of a target position, relative to the ball, in a custom reference frame.)
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absolute orientation of the custom reference frame's x-axis
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if None, the orientation is given by the vector (robot->ball)
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x_dev : float
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(This variable allows the specification of a target position, relative to the ball, in a custom reference frame.)
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target position deviation, in the custom reference frame's x-axis
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y_dev : float
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(This variable allows the specification of a target position, relative to the ball, in a custom reference frame.)
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target position deviation, in the custom reference frame's y-axis
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torso_ori : float
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torso's target absolute orientation (see `torso_ori_thrsh`)
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if None, the orientation is given by the vector (robot->target)
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torso_ori_thrsh : float
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`torso_ori` will only be applied when the distance between robot and final target is < `torso_ori_thrsh` meters
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otherwise, the robot will orient itself towards the final target
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priority_unums : list
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list of teammates to avoid (since their role is more important)
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is_aggressive : bool
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if True, safety margins are reduced for opponents
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safety_margin : float
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repulsion radius around ball to avoid colliding with it
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timeout : float
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maximum execution time (in microseconds)
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Returns
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-------
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next_pos : ndarray
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next absolute position from path to ball
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next_ori : float
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next absolute orientation
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distance : float
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minimum between (distance to final target) and (distance to ball)
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Example
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-------
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----------------------------------------------------------------------------------------------
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x_ori | x_dev | y_dev | torso_ori | OBS
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-------------+---------+---------+-------------+----------------------------------------------
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None => | - | !0 | - | Not recommended. Will not converge.
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(orient. of: | 0 | 0 | None | Frontal ball chase, expected* slow approach
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robot->ball) | 0 | 0 | value | Oriented ball chase, expected* slow approach
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| >0 | 0 | - | Not recommended. Will not converge.
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| <0 | 0 | None | Frontal ball chase until distance == x_dev
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| <0 | 0 | value | Oriented ball chase until distance == x_dev
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-------------+---------+---------+-------------+----------------------------------------------
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value | - | - | None | Frontal point chase
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| - | - | value | Oriented point chase
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----------------------------------------------------------------------------------------------
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* it depends on the caller function (expected slow walking near target)
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`torso_ori` will only be applied when the distance between robot and final target is < `torso_ori_thrsh` meters
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'''
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w = self.world
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r = w.robot
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dev = np.array([x_dev,y_dev])
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dev_len = np.linalg.norm(dev)
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dev_mult = 1
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# use ball prediction if we are further than 0.5 m and in PlayOn
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if np.linalg.norm(w.ball_abs_pos[:2] - r.loc_head_position[:2]) > 0.5 and w.play_mode_group == w.MG_OTHER:
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ball_2d = w.get_intersection_point_with_ball(0.4)[0] # intersection point, while moving at 0.4 m/s
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else:
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ball_2d = w.ball_abs_pos[:2]
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# custom reference frame orientation
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vec_me_ball = ball_2d - r.loc_head_position[:2]
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if x_ori is None:
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x_ori = M.vector_angle(vec_me_ball)
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distance_boost = 0 # boost for returned distance to target
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if torso_ori is not None and dev_len > 0:
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approach_ori_diff = abs(M.normalize_deg( r.imu_torso_orientation - torso_ori ))
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if approach_ori_diff > 15: # increase walking speed near target if robot is far from approach orientation
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distance_boost = 0.15
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if approach_ori_diff > 30: # increase target distance to ball if robot is far from approach orientation
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dev_mult = 1.3
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if approach_ori_diff > 45: # increase safety margin around ball if robot is far from approach orientation
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safety_margin = max(0.32,safety_margin)
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#------------------------------------------- get target
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front_unit_vec = M.vector_from_angle(x_ori)
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left_unit_vec = np.array([-front_unit_vec[1], front_unit_vec[0]])
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rel_target = front_unit_vec * dev[0] + left_unit_vec * dev[1]
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target = ball_2d + rel_target * dev_mult
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target_vec = target - r.loc_head_position[:2]
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target_dist = np.linalg.norm(target_vec)
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if self._draw_path:
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d = self.world.team_draw if self._use_team_channel else self.world.draw
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d.point(target, 4, d.Color.red, "path_target") # will not draw if drawing object is internally disabled
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#------------------------------------------- get obstacles
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# Ignore ball if we are on the same side of the target (with small margin)
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if dev_len>0 and np.dot(vec_me_ball, rel_target) < -0.10:
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safety_margin = 0
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obstacles = self.get_obstacles(include_teammates = True, include_opponents = True, include_play_mode_restrictions = True,
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ball_safety_margin = safety_margin,
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mode = Path_Manager.MODE_AGGRESSIVE if is_aggressive else Path_Manager.MODE_CAUTIOUS,
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priority_unums = priority_unums)
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# Add obstacle on the side opposite to the target
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if dev_len>0 and safety_margin > 0:
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center = ball_2d - M.normalize_vec( rel_target ) * safety_margin
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obstacles.append((*center, 0, safety_margin*0.9, 5))
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if self._draw_obstacles:
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d = w.team_draw if self._use_team_channel else w.draw
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if d.enabled:
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d.circle(center,safety_margin*0.8,2.5, d.Color.orange, "path_obstacles_1")
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#------------------------------------------- get path
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# see explanation for the context at the hot start update section below
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start_pos = self._get_hot_start(Path_Manager.HOT_START_DIST_WALK) if target_dist > 0.4 else self.world.robot.loc_head_position[:2]
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path, path_len, path_status, path_cost = self.get_path(start_pos, True, obstacles, target, timeout)
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path_end = path[-2:] # last position allowed by A*
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#------------------------------------------- get relevant distances
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if w.ball_last_seen > w.time_local_ms - w.VISUALSTEP_MS: # ball is in FOV
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raw_ball_dist = np.linalg.norm(w.ball_rel_torso_cart_pos[:2]) # - distance between torso center and ball center
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else: # otherwise use absolute coordinates to compute distance
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raw_ball_dist = np.linalg.norm(vec_me_ball) # - distance between head center and ball center
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avoid_touching_ball = (w.play_mode_group != w.MG_OTHER)
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distance_to_final_target = np.linalg.norm(path_end - r.loc_head_position[:2])
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distance_to_ball = max(0.07 if avoid_touching_ball else 0.14, raw_ball_dist - 0.13)
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caution_dist = min(distance_to_ball,distance_to_final_target)
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#------------------------------------------- get next target position
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next_pos = self._extract_target_from_path( path, path_len, ret_segments=1 if caution_dist < 1 else 2 )
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#------------------------------------------ get next target orientation
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# use given orientation if it exists, else target's orientation if far enough, else current orientation
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if torso_ori is not None:
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if caution_dist > torso_ori_thrsh:
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next_ori = M.vector_angle(target_vec)
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else:
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mid_ori = M.normalize_deg( M.vector_angle(vec_me_ball) - M.vector_angle(-dev) - x_ori + torso_ori )
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mid_ori_diff = abs(M.normalize_deg(mid_ori - r.imu_torso_orientation))
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final_ori_diff = abs(M.normalize_deg(torso_ori - r.imu_torso_orientation))
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next_ori = mid_ori if mid_ori_diff + 10 < final_ori_diff else torso_ori
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elif target_dist > 0.1:
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next_ori = M.vector_angle(target_vec)
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else:
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next_ori = r.imu_torso_orientation
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#------------------------------------------ update hot start for next run
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''' Defining the hot start distance:
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- if path_len is zero, there is no hot start, because we are already there (dist=0)
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- if the target is close, the hot start is not applied (see above)
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- if the next pos is very close (due to hard obstacle), the hot start is the next pos (dist<Path_Manager.HOT_START_DIST_WALK)
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- otherwise, the hot start distance is constant (dist=Path_Manager.HOT_START_DIST_WALK)
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'''
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if path_len != 0:
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next_pos_vec = next_pos - self.world.robot.loc_head_position[:2]
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next_pos_dist = np.linalg.norm(next_pos_vec)
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self._update_hot_start(M.vector_angle(next_pos_vec, is_rad=True), min(Path_Manager.HOT_START_DIST_WALK,next_pos_dist))
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return next_pos, next_ori, min(distance_to_ball, distance_to_final_target + distance_boost)
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def get_path_to_target(self, target, ret_segments = 1.0, torso_ori = None, priority_unums:list=[], is_aggressive=True, timeout = 3000):
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'''
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Get next position from path to target (next absolute position + next absolute orientation)
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Parameters
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----------
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ret_segments : float
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returned target's maximum distance (measured in path segments from hot start position)
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actual distance: min(ret_segments,path_length)
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each path segment has 0.10 m or 0.1*sqrt(2) m (if diagonal)
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if `ret_segments` is 0, the current position is returned
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torso_ori : float
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torso's target absolute orientation
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if None, the orientation is given by the vector (robot->target)
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priority_unums : list
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list of teammates to avoid (since their role is more important)
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is_aggressive : bool
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if True, safety margins are reduced for opponents
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timeout : float
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maximum execution time (in microseconds)
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'''
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w = self.world
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#------------------------------------------- get target
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target_vec = target - w.robot.loc_head_position[:2]
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target_dist = np.linalg.norm(target_vec)
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#------------------------------------------- get obstacles
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obstacles = self.get_obstacles(include_teammates = True, include_opponents = True, include_play_mode_restrictions = True,
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mode = Path_Manager.MODE_AGGRESSIVE if is_aggressive else Path_Manager.MODE_CAUTIOUS, priority_unums = priority_unums)
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#------------------------------------------- get path
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# see explanation for the context at the hot start update section below
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start_pos = self._get_hot_start(Path_Manager.HOT_START_DIST_WALK) if target_dist > 0.4 else self.world.robot.loc_head_position[:2]
|
|
|
|
path, path_len, path_status, path_cost = self.get_path(start_pos, True, obstacles, target, timeout)
|
|
path_end = path[-2:] # last position allowed by A*
|
|
|
|
#------------------------------------------- get next target position
|
|
next_pos = self._extract_target_from_path(path, path_len, ret_segments)
|
|
|
|
#------------------------------------------ get next target orientation
|
|
|
|
# use given orientation if it exists, else target's orientation if far enough, else current orientation
|
|
if torso_ori is not None:
|
|
next_ori = torso_ori
|
|
elif target_dist > 0.1:
|
|
next_ori = M.vector_angle(target_vec)
|
|
else:
|
|
next_ori = w.robot.imu_torso_orientation
|
|
|
|
#------------------------------------------ update hot start for next run
|
|
|
|
''' Defining the hot start distance:
|
|
- if path_len is zero, there is no hot start, because we are already there (dist=0)
|
|
- if the target is close, the hot start is not applied (see above)
|
|
- if the next pos is very close (due to hard obstacle), the hot start is the next pos (dist<Path_Manager.HOT_START_DIST_WALK)
|
|
- otherwise, the hot start distance is constant (dist=Path_Manager.HOT_START_DIST_WALK)
|
|
'''
|
|
if path_len != 0:
|
|
next_pos_vec = next_pos - self.world.robot.loc_head_position[:2]
|
|
next_pos_dist = np.linalg.norm(next_pos_vec)
|
|
self._update_hot_start(M.vector_angle(next_pos_vec, is_rad=True), min(Path_Manager.HOT_START_DIST_WALK,next_pos_dist))
|
|
|
|
|
|
distance_to_final_target = np.linalg.norm(path_end - w.robot.loc_head_position[:2])
|
|
|
|
return next_pos, next_ori, distance_to_final_target
|
|
|
|
|
|
def get_dribble_path(self, ret_segments = None, optional_2d_target = None, goalpost_safety_margin=0.4, timeout = 3000):
|
|
'''
|
|
Get next position from path to target (next relative orientation)
|
|
Path is optimized for dribble
|
|
|
|
Parameters
|
|
----------
|
|
ret_segments : float
|
|
returned target's maximum distance (measured in path segments from hot start position)
|
|
actual distance: min(ret_segments,path_length)
|
|
each path segment has 0.10 m or 0.1*sqrt(2) m (if diagonal)
|
|
if `ret_segments` is 0, the current position is returned
|
|
if `ret_segments` is None, it is dynamically set according to the robot's speed
|
|
optional_2d_target : float
|
|
2D target
|
|
if None, the target is the opponent's goal (the specific goal point is decided by the A* algorithm)
|
|
goalpost_safety_margin : float
|
|
hard repulsion radius around the opponents' goalposts
|
|
if zero, the minimum margin is used
|
|
timeout : float
|
|
maximum execution time (in microseconds)
|
|
'''
|
|
|
|
r = self.world.robot
|
|
ball_2d = self.world.ball_abs_pos[:2]
|
|
|
|
#------------------------------------------- get obstacles
|
|
|
|
obstacles = self.get_obstacles(include_teammates = True, include_opponents = True, include_play_mode_restrictions = False,
|
|
max_distance=5, max_age=1000, goalpost_safety_margin=goalpost_safety_margin, mode = Path_Manager.MODE_DRIBBLE)
|
|
|
|
#------------------------------------------- get path
|
|
|
|
start_pos = self._get_hot_start(Path_Manager.HOT_START_DIST_DRIBBLE)
|
|
|
|
path, path_len, path_status, path_cost = self.get_path(start_pos, False, obstacles, optional_2d_target, timeout)
|
|
|
|
#------------------------------------------- get next target position & orientation
|
|
|
|
if ret_segments is None:
|
|
ret_segments = 2.0
|
|
|
|
next_pos = self._extract_target_from_path(path, path_len, ret_segments)
|
|
next_rel_ori = M.normalize_deg(M.vector_angle(next_pos - ball_2d) - r.imu_torso_orientation)
|
|
|
|
#------------------------------------------ update hot start for next run
|
|
|
|
if path_len != 0:
|
|
self._update_hot_start(M.deg_to_rad(r.imu_torso_orientation), Path_Manager.HOT_START_DIST_DRIBBLE)
|
|
|
|
#------------------------------------------ draw
|
|
if self._draw_path and path_status != Path_Manager.STATUS_DIRECT:
|
|
d = self.world.team_draw if self._use_team_channel else self.world.draw
|
|
d.point(next_pos, 2, d.Color.pink, "path_next_pos",False) # will not draw if drawing object is internally disabled
|
|
d.line(ball_2d, next_pos, 2, d.Color.pink, "path_next_pos") # will not draw if drawing object is internally disabled
|
|
|
|
return next_pos, next_rel_ori
|
|
|
|
|
|
def get_push_path(self, ret_segments = 1.5, optional_2d_target = None, avoid_opponents=False, timeout = 3000):
|
|
'''
|
|
Get next position from path ball to target (next absolute position)
|
|
Path is optimized for critical push (no obstacles, also for preparation stability)
|
|
|
|
Parameters
|
|
----------
|
|
ret_segments : float
|
|
returned target's maximum distance (measured in path segments from hot start position)
|
|
actual distance: min(ret_segments,path_length)
|
|
each path segment has 0.10 m or 0.1*sqrt(2) m (if diagonal)
|
|
if `ret_segments` is 0, the current position is returned
|
|
optional_2d_target : float
|
|
2D target
|
|
if None, the target is the opponent's goal (the specific goal point is decided by the A* algorithm)
|
|
timeout : float
|
|
maximum execution time (in microseconds)
|
|
'''
|
|
|
|
ball_2d = self.world.ball_abs_pos[:2]
|
|
|
|
#------------------------------------------- get obstacles
|
|
|
|
obstacles = self.get_obstacles(include_teammates = False, include_opponents = avoid_opponents, include_play_mode_restrictions = False)
|
|
|
|
#------------------------------------------- get path
|
|
|
|
path, path_len, path_status, path_cost = self.get_path(ball_2d, False, obstacles, optional_2d_target, timeout)
|
|
|
|
#------------------------------------------- get next target position & orientation
|
|
|
|
next_pos = self._extract_target_from_path(path, path_len, ret_segments)
|
|
|
|
return next_pos
|
|
|
|
def get_path(self, start, allow_out_of_bounds, obstacles=[], optional_2d_target = None, timeout = 3000):
|
|
'''
|
|
Parameters
|
|
----------
|
|
allow_out_of_bounds : bool
|
|
allow path to go out of bounds, should be False when dribbling
|
|
obstacles : list
|
|
list of obstacles, where each obstacle is a tuple of 5 floats (x, y, hard radius, soft radius, repulsive force)
|
|
optional_2d_target : float
|
|
2D target
|
|
if None, the target is the opponent's goal (the specific goal point is decided by the A* algorithm)
|
|
timeout : float
|
|
maximum execution time (in microseconds)
|
|
'''
|
|
|
|
go_to_goal = int(optional_2d_target is None)
|
|
|
|
if optional_2d_target is None:
|
|
optional_2d_target = (0,0)
|
|
|
|
# flatten obstacles
|
|
obstacles = sum(obstacles, tuple())
|
|
assert len(obstacles) % 5 == 0, "Each obstacle should be characterized by exactly 5 float values"
|
|
|
|
# Path parameters: start, allow_out_of_bounds, go_to_goal, optional_target, timeout (us), obstacles
|
|
params = np.array([*start, int(allow_out_of_bounds), go_to_goal, *optional_2d_target, timeout, *obstacles], np.float32)
|
|
path_ret = a_star.compute(params)
|
|
path = path_ret[:-2]
|
|
path_status = path_ret[-2]
|
|
|
|
#---------------------------------------------- Draw path segments
|
|
if self._draw_path:
|
|
d = self.world.team_draw if self._use_team_channel else self.world.draw
|
|
if d.enabled:
|
|
c = {0: d.Color.green_lawn, 1: d.Color.yellow, 2: d.Color.red, 3: d.Color.cyan}[path_status]
|
|
for j in range(0, len(path)-2, 2):
|
|
d.line((path[j],path[j+1]),(path[j+2],path[j+3]), 1, c, "path_segments", False)
|
|
d.flush("path_segments")
|
|
|
|
return path, len(path)//2-1, path_status, path_ret[-1] # path, path_len (number of segments), path_status, path_cost (A* cost) |