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?? worldmodel.cpp

?? 機器人足球AI設計比賽
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	Vector3f prePosBall = getBallGlobalPos(1);	Vector3f preprePosBall = getBallGlobalPos(2);	Vector3f velBall = getBallGlobalVel();	Vector3f preVelBall = getBallGlobalVel(Step(1));	Vector3f prepreVelBall = getBallGlobalVel(Step(2));	predictFirstPoint( posBall,prePosBall,preprePosBall,velBall,preVelBall,prepreVelBall );	_firstPoint = posBall;			_myState2Ball = predictOurFastest();		_closest2BallOppNum = getClosestOppNum2Pos(getBallGlobalPos());		float thisFreedom = calOurFreedom(getMyNum(),_freeState);	_myFreedomChange = thisFreedom - _myFreedom;	_myFreedom = thisFreedom;		LOG( 20,"freedom = %f",_myFreedom);		_kickHorizontalAng = calKickHorizontalAng(getMyGlobalPos());		//-* 3.sort my team to first point}void WorldModel::predictRealTime(){	if ( _realTime <= _myself.getTime() )//-* no need to predict		return;		Vector3f posMe = getMyGlobalPos();	Vector3f velMe = getMyGlobalVel();	//-* clear all the old information	_timePredict.clear();	_posGlobalPredict.clear();	_globalVelocityPredict.clear();	//-* predict	for ( Time time=_myself.getTime(); time< _realTime; time++ )	{		predictPlayerStateAfterNrSteps( posMe, velMe, 1);		//-* update data		_timePredict.push_front( time );		_posGlobalPredict.push_front( posMe );		_globalVelocityPredict.push_front( velMe );	}}/*! predicate in the next step(0.10s), the palyer's position and velocity	\param Player's position and velocity just now	\return player's position and velocity in the next step	*TODO*	check if collide other object in the next step*/void WorldModel::predictPlayerStateAfterOneStep( Vector3f &pos, Vector3f &vel, const Vector3f &drivePower) const{	//-* a = ( F - u*v )/m	Vector3f a = (drivePower*0.4848 - vel*30)/14.43;	a.z() = 0;	//-* S = S0 + V0*t + 0.5*a*t^2	//pos = pos + vel*sim_step_time + a*pow2(sim_step_time)*0.5;	pos = pos + vel*sim_step_time;	pos.z() = _myself.getRadius();	//-* V = V0 + a*t	vel += a*sim_step_time;	vel.z() = 0;}/*! precidate the step when the kick error is the samellest	\param Player's position and velocity	\param ball's position and velocity	\param the goal's position	\param drive power at this time	\param the max allowed error angle, and it will return the best erro angle	\return the best kick time(in Step), or 100 means can not kick */Step WorldModel::whenToKick( Vector3f PlayerPos, Vector3f PlayerVel,							Vector3f ballPos, Vector3f ballVel,							Vector3f ballPos1, Vector3f ballVel1,							Vector3f ballPos2, Vector3f ballVel2,							const Vector3f &drivePower,							const Vector3f &goal, AngDeg &minErrAng) const{	Step minErrStep = 100;	AngDeg errAng;	float minDist = getMyRadius()+getBallRadius();		for ( Step i=0; i<step_num_per_cycle; i++ )	{		errAng = abs( getClipAng( ballPos-PlayerPos, goal-ballPos ));		if ( errAng < minErrAng )		{			minErrAng = errAng;			minErrStep = i;		}		//-* predicate next step		predictPlayerStateAfterOneStep(PlayerPos,PlayerVel, drivePower);		predictBallStateAfterNrSteps(ballPos,ballPos1,ballPos2,ballVel,ballVel1,ballVel2);		//-* because we cann't predicate the state after colliding		//-* so break predicate		if ( isCollide(PlayerPos,ballPos,minDist) )			break;	}		return minErrStep;}/*! if two objects collide	\param the two odjects' position	\param the min possible distance of the two objects	\return if two objects collide*/bool WorldModel::isCollide( const Vector3f &pos1, const Vector3f &pos2, const float minDist){	return (pos1-pos2).Length() < minDist;}/*! get which opponent is closest to the position	\param position	\return the closest opponent's number*/Num WorldModel::getClosestOppNum2Pos(const Vector3f &pos) const{	float minDist;	return getClosestOppNum2Pos(pos,minDist);}/*! get which opponent is closest to the position	\param position	\param[out] the min distance	\return the closest opponent's number*/Num WorldModel::getClosestOppNum2Pos(const Vector3f &pos,float &minDist) const{	Num minNum=1;	minDist=(getOpponentGlobalPos(minNum)-pos).Length();	float tmp;	for( Num num=2; num<=opponents_num; num++)	{		tmp = (getOpponentGlobalPos(num)-pos).Length();		if ( tmp < minDist )		{			minDist = tmp;			minNum = num;		}	}	return minNum;	}/*! get which teammate is closest to the position	\param position	\param[out] the min distance	\return the closest teammate's number*/Num WorldModel::getClosestOurNum2Pos(const Vector3f &pos,float &minDist) const{	Num minNum=1;	minDist=(getTeammateGlobalPos(minNum)-pos).Length();	float tmp;	for( Num num=2; num<=teammates_num; num++)	{		tmp = (getTeammateGlobalPos(num)-pos).Length();		if ( tmp < minDist )		{			minDist = tmp;			minNum = num;		}	}	return minNum;	}/*! this function return the agent's freedom	that means is enough time to do some actions	we should call real time actions	enum 6 state: ( M: myself; B: ball; O: opponent)	--------------------attackDir----------------->	1:(the worst) B--<--O--<--M	2:            B--<--M--<--O	3:			  O-->--B--<--M	4:			  M-->--B--<--O	5:			  M-->--O-->--B	6:(the best)  O-->--M-->--B	*TODO* attackDir may more suitable	*TODO* choose more danagerous opponent	\param our palyer's num	\return a value stand for freedom [-10,10]*/float WorldModel::calOurFreedom( Num num, int &state) const{	Vector3f posMe = getTeammateGlobalPos(num);	//LOG( 18,"opp num: %i",getClosestOppNum2Pos(getBallGlobalPos()));	Vector3f posOpp = getOpponentGlobalPos(getClosestOppNum2Ball());	AngDeg attackDir = getVector3fHorizontalAng(getOppGoalCenter()-getBallGlobalPos());	AngDeg myHeading = getVector3fHorizontalAng(getBallGlobalPos()-posMe);	AngDeg oppHeading = getVector3fHorizontalAng(getBallGlobalPos()-posOpp);		bool isMyGood = abs(normalizeAngle(myHeading-attackDir))<90.0f;	bool isOppGood = abs(normalizeAngle(oppHeading-attackDir))>90.0f;	float distDelta = (getBallGlobalPos()-posOpp).Length()-(getBallGlobalPos()-posMe).Length();	bool isNearer = distDelta > 0;	//cout<<"posMe: "<<posMe.x()<<' '<<posMe.y()<<endl;	//cout<<getClosestOppNum2Ball()<<" posOpp: "<<posOpp.x()<<' '<<posOpp.y()<<endl;	//cout<<"posBall "<<getBallGlobalPos().x()<<' '<<getBallGlobalPos().y()<<' '<<getBallGlobalPos().z()<<endl;	//cout<<"distDelta="<<distDelta<<endl;	float fFreedom=0;	//-* 1: B--<--O--<--M	if ( (!isMyGood) && isOppGood && (!isNearer) )	{		state=1;		fFreedom=-3;//0;	}	//-* 2: B--<--M--<--O	else if ( (!isMyGood) && isOppGood && isNearer )	{		state=2;		fFreedom=-1;//0.1;	}	//-* 3: O-->--B--<--M	else if ( (!isMyGood) && (!isOppGood) )	{		state=3;		fFreedom=0.0f;//0.3;	}	//-* 4: M-->--B--<--O	else if ( isMyGood && isOppGood )	{		state=4;		fFreedom=0.0f;//0.5;	}	//-* 5: M-->--O-->--B	else if ( isMyGood && (!isOppGood) && (!isNearer) )	{		state=5;		fFreedom=1;//0.6;	}	//-* 6: O-->--M-->--B	else if ( isMyGood && (!isOppGood) && isNearer )	{		state=6;		fFreedom=3;//1.0;	}	else	{		LOGERR("calOurFreedom: missing any state?");	}	//LOG( 18,"distDelta=%f",distDelta);	fFreedom+=distDelta;//(0.2*distDelta);	//fFreedom = setMaxNMin(fFreedom,10.0f,-10.0f);	fFreedom = ( 2/(1+exp(-3*fFreedom/10.0f))-1 )*10.0f;	return fFreedom;}/*! only test version	this function return the agent's freedom	that means is enough space\param num teammate's num\return float freedom*/float WorldModel::calOurFreedom( Num num ) const{	/*Vector3f posMe = getTeammateGlobalPos(num);	Vector3f posOpp = getOpponentGlobalPos(getClosestOppNum2Pos(posMe));	float oppDist = (posOpp-posMe).Length();	return 1/(1+exp(-oppDist));*/	int state;	return calOurFreedom(num, state);}/*! calculate the kick horizontal angle when a agent in the position	\param the palyer's position	\return kick horizontal angle in global	*TODO* if the ball just on my head...*/AngDeg WorldModel::calKickHorizontalAng(const Vector3f &posPlayer) const{	return getVector3fHorizontalAng(getBallGlobalPos()-posPlayer);}/*! set Players' number, whose type is the same as me*/void WorldModel::setSameTypeTeammateNum(){	_sameTypeTeammateNum.clear();	PlayerType myType = FM->getMyType();	for ( Num i=1; i<=teammates_num; i++)	{		if ( i != getMyNum())		{			if ( FM->getPlayerType(i)==myType )			{				_sameTypeTeammateNum.insert(i);			}			else			{				_diffTypeTeammateNum.insert(i);			}		}	}}/*! boolean indicating whether our teammate is in the defnece position now	1. the teammate must near the ball	2. the teammate's position must between ball and the goal	\param our teammate number	\return bool*/bool WorldModel::isInDefencePos( const Num teammateNum ) const{	Vector3f posTeam = getTeammateGlobalPos(teammateNum);	return ( (getBallGlobalPos()-posTeam).Length() < 5			&& isThreePointOneLine(getOurGoalCenter(),posTeam,getBallGlobalPos(),45)			);}/** is offside	\param posX the player's x position	\param isOur is the player is teammate or opponent	\return boolean is offside*/bool WorldModel::isOffSide( float posX, bool isOur ) const{	/** posX > offside, offside */	return ( ( isOur && posX>getOurOffSideLine() )		|| ( (!isOur)&&(posX<getOppOffSideLine())) );}/*! to make sure the position is in the field\param the position\return the new position in the field*/Vector3f WorldModel::setVector3fInField(const Vector3f &pos) const{	Vector3f newPos;	newPos.x() = setMaxNMin(pos.x(),getOppBaseLine(),getOurBaseLine());	newPos.y() = setMaxNMin(pos.y(),getFieldWidth()/2,-getFieldWidth()/2);	newPos.z() = setMaxNMin(pos.z(),getFieldHeight(),0.0f);	return newPos;}/** log WorldModel's interval state after all updated*/void WorldModel::logWorldModel(){	/** log erveryone's offside state */	/*LOG( 41,"our offside line is: %f .our offside num:",getOurOffSideLine());	for(Num i=1;i<=teammates_num;i++)	{		if (isOffSide(i,true))			LOG( 41,"%d",i);	}	LOG( 41,"opp offside line is: %f .opp offside num:",getOppOffSideLine());	for(Num i=1;i<=opponents_num;i++)	{		if (isOffSide(i,false))			LOG( 41,"%d",i);	}*/		/** log all parsed msg form server */	/*for( Num i=1;i<=11;i++)	{		Vector3f posTeam = getTeammateRelativePosSeen(i);		Vector3f posOpp = getOpponentRelativePosSeen(i);		LOG( 9,"teammate%d: %f, %f, %f",i,posTeam.x(),posTeam.y(),posTeam.z());		LOG( 9,"opponent%d: %f, %f, %f",i,posOpp.x(),posOpp.y(),posOpp.z());	}	Vector3f ballPos = getBallRelativePosSeen();	LOG( 9,"ball %f, %f, %f",ballPos.x(),ballPos.y(),ballPos.z());	for( int flag=VO_FLAG1L;flag<=VO_GOAL2R;flag++)	{		Vector3f flagPos = getFlagRelativePosSeen(VisionObject(flag));		LOG( 9,"flag%d: %f, %f, %f",flag,flagPos.x(),flagPos.y(),flagPos.z());	}*/}/*!	is there any opponent in the front of me?	ie. Is there any opponent in the rectangle which in my heading direction?\return bool*/bool WorldModel::isSpaceAhead(const Vector3f &goal)const{/*		float halfWidth = width*0.5f;	Rectangle rectAhead(getMyGlobalPos().x()-1,getMyGlobalPos().y()+halfWidth,getMyGlobalPos().x()+length,getMyGlobalPos().y()-halfWidth);	for ( Num i=1;i<=opponents_num; i++ )	{		if ( rectAhead[getOpponentGlobalPos(i)] )			return false;	}	return true;*/	Vector3f posMe = getMyGlobalPos();	Vector3f velMe = getMyGlobalVel();	Vector3f posBall = getBallGlobalPos();	Vector3f velBall = getBallGlobalVel();	posBall += velBall * 0.2;	Sector s = Sector(posMe + (posBall - posMe).Normalized() * velMe.Length() * 0.2, goal - posMe, 6, 90);//	Sector temp = Sector(posMe + posMe.Normalized() * velMe.Length() * 0.2, goal - posMe, 1, 90);	for( Num num = 1; num <= opponents_num; num++)	{		Vector3f posOpp = WM->getOpponentGlobalPos(num);//		Vector3f velOpp = WM->getOpponentGlobalVel(num);		posOpp += (posBall - posOpp).Normalized() * 0.3f;//		tmp = (getOpponentGlobalPos(num)-pos).Length();		if(s.isInside(posOpp))			return false;	}	return true;}

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