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-- this file provides an intermediary layer between the very simplistic c++ lua api and the
-- lua bot api that can be used to program blobby volley 2 bots.
-- legacy functions
-- these function definitions make lua functions for the old api functions, which are sometimes more convenient to use
-- than their c api equivalent.
function posx()
local x, y = get_blob_pos( LEFT_PLAYER )
return x
end
function posy()
local x, y = get_blob_pos( LEFT_PLAYER )
return y
end
function touches()
return get_touches( LEFT_PLAYER )
end
-- redefine the ball coordinate functions to use the cached values
function ballx()
local bx, by, vx, vy = balldata()
return bx
end
function bally()
local bx, by, vx, vy = balldata()
return by
end
function bspeedx()
local bx, by, vx, vy = balldata()
return vx
end
function bspeedy()
local bx, by, vx, vy = balldata()
return vy
end
-- we need to save balldata somewhere to use it in here
__balldata = balldata
-- this is the internal function that does the side correction
function balldata()
local x, y, vx, vy = __balldata()
return x, y, vx, vy
end
-- redefine launched to refer to the own blobby
__launched = launched
function launched()
return __launched( LEFT_PLAYER )
end
function left()
__WANT_LEFT = true
__WANT_RIGHT = false
end
function right()
__WANT_LEFT = false
__WANT_RIGHT = true
end
function jump()
__WANT_JUMP = true
end
function moveto(target)
if target == nil then
error("invalid target for moveto", 2)
end
local x = posx()
if x < target - CONST_BLOBBY_SPEED/2 then
right()
return false
elseif x > target + CONST_BLOBBY_SPEED/2 then
left()
return false
else
__WANT_LEFT = false
__WANT_RIGHT = false
return true
end
end
function oppx()
local x, y = get_blob_pos( RIGHT_PLAYER )
return x
end
function oppy()
local x, y = get_blob_pos( RIGHT_PLAYER )
return y
end
function getScore()
return get_score( LEFT_PLAYER )
end
function getOppScore()
return get_score( RIGHT_PLAYER )
end
-----------------------------------------------------------------------------------------
-- enhances ball prediction functions --
-----------------------------------------------------------------------------------------
-- calculates the time the ball needs to reach the specified x position.
-- the parameters posy and vely are currently not used, but are present to
-- ensure that the same group of parameters can be used like for any other
-- estimate like function
function ball_time_to_x( destination, posx, posy, velx, vely )
if destination == nil then error("invalid destination specified for ball_time_to_x") end
posx = posx or ballx()
velx = velx or bspeedx()
return linear_time_first(posx, velx, destination)
end
-- calculates the time the blobby needs from its current position to destination
function blob_time_to_x (destination)
return math.abs(posx() - destination) / CONST_BLOBBY_SPEED
end
function blob_time_to_y(destination)
-- TODO allow specifying whether upward or downward!
-- TODO error handling
local blobby_pos = posy()
-- if we are standing on the ground, assume we start jumping right now, otherwise
-- use current vertical velocity
local blobby_vel = speedy(LEFT_PLAYER)
if blobby_pos == CONST_BLOBBY_GROUND_HEIGHT then
blobby_vel = CONST_BLOBBY_JUMP
end
-- solve the quadratic equation
local grav = CONST_BLOBBY_GRAVITY / 2 -- half, because we use jump buffer
local t1, _ = parabola_time_first(blobby_pos, blobby_vel, grav, destination)
return t1
end
-- checks whether a certain position can be reached by the blob in a certain time frame
-- currently, this function assumes that the blob is standing on the ground.
function can_blob_reach( time, blobx, posx, posy )
local minx = blobx - CONST_BLOBBY_SPEED * time
local maxx = blobx + CONST_BLOBBY_SPEED * time
local maxy = -CONST_BLOBBY_GROUND_HEIGHT + CONST_BLOBBY_JUMP * time + CONST_BLOBBY_GRAVITY/2 * time^2
local vel = -CONST_BLOBBY_JUMP + CONST_BLOBBY_GRAVITY * time
if vel < 0 then
maxy = CONST_BLOBBY_MAX_JUMP
end
return minx < posx and posx < maxx and posy < maxy
end
-- calculates the time the ball needs from pos to destination
function ball_time_to_y( destination, posx, posy, velx, vely )
posy = posy or bally()
vely = vely or bspeedy()
-- TODO this ignores net bounces
return parabola_time_first( posy, vely, CONST_BALL_GRAVITY, destination )
end
-- generic estimate function that advances the whole ball state
function estimate(time, posx, posy, velx, vely)
-- read parameters and set correct defaults
-- TODO actually, it makes only sense to set them all, or none. should we check that somewhere?
-- TODO re-introduce errors
posx = posx or ballx()
velx = velx or bspeedx()
posy = posy or bally()
vely = vely or bspeedy()
return simulate( time, posx, posy, velx, vely )
end
-- old style estimate functions, using the new, advanced function for implementation
function estimx(time, posx, posy, velx, vely)
posx, posy, velx, vely = estimate(time, posx, posy, velx, vely)
return posx, velx
end
function estimy(time, posx, posy, velx, vely)
posx, posy, velx, vely = estimate(time, posx, posy, velx, vely)
return posy, vely
end
-- really useful estimate functions
function estimate_x_at_y(height, posx, posy, velx, vely, downward)
downward = downward or true
posx = posx or ballx()
velx = velx or bspeedx()
posy = posy or bally()
vely = vely or bspeedy()
-- we just use this as an early out to prevent needless calculation.
-- what about the ball hitting the net top on its way down. might
-- make it possible to reach the destined hight.
local time, time2 = ball_time_to_y(height, posx, posy, velx, vely)
-- check that we found a valid solution
if time == math.huge then
return math.huge, math.huge, math.huge, math.huge, math.huge
end
time, posx, posy, velx, vely = simulate_until( posx, posy, velx, vely, "y", height )
if vely > 0 and downward then
local ot = time + 1
posx, posy, velx, vely = simulate(1, posx, posy, velx, vely)
time, posx, posy, velx, vely = simulate_until( posx, posy, velx, vely, "y", height )
time = time + ot
end
return posx, velx, time, posy, vely
end
---------------------------------------------------------------------------------------------
-- this function is called every game step from the C++ api
__lastBallSpeed = nil
function __OnStep()
ActiveMode = "game"
local bx, by, bvx, bvy = balldata()
local original_bvx = bvx
if __lastBallSpeed == nil then __lastBallSpeed = original_bvx end
-- if the x velocity of the ball changed, it bounced and we call the listener function
if __lastBallSpeed ~= original_bvx and is_ball_valid() then
__lastBallSpeed = original_bvx
if OnBounce then
OnBounce()
end
end
-- call the action functions
if not is_game_running() then
-- get the serving player. if NO_PLAYER, the ball is on the left.
local server = get_serving_player()
if server == NO_PLAYER then
if ballx() < CONST_FIELD_MIDDLE then
server = LEFT_PLAYER
end
end
if server == LEFT_PLAYER then
OnServe( is_ball_valid() )
elseif OnOpponentServe then
OnOpponentServe()
end
else
OnGame()
end
end
-----------------------------------------------------------------------------------------------
-- helper functions
-- this function returns the first positive time that pos + vel*t + grav/2 * t² == destination.
function parabola_time_first(pos, vel, grav, destination)
local sq = vel^2 + 2*grav*(destination - pos);
-- if unreachable, return inf
if ( sq < 0 ) then
return math.huge, math.huge
end
sq = math.sqrt(sq);
local tmin = (-vel - sq) / grav;
local tmax = (-vel + sq) / grav;
if ( grav < 0 ) then
tmin, tmax = tmax, tmin
end
if ( tmin > 0 ) then
return tmin, tmax
elseif ( tmax > 0 ) then
return tmax, tmin
else
return math.huge, math.huge
end
end
-- this function returns the first positive time that pos + vel*t == destination.
function linear_time_first(pos, vel, destination)
assert(pos, "linear time first called with nil as position")
if vel == 0 then
return math.huge
end
local result = (destination - pos) / vel
if result < 0 then
return math.huge
else
return result
end
end
------------------------------------------------------------------------------------------------------------------------
-- functions to emulate the old bot api
-----------------------------------------
--- Estimate ball position after `time`, ignoring any collisions
function simple_estimx(time)
return ballx() + time * bspeedx()
end
--- Estimate ball position after `time`, ignoring any collisions
function simple_estimy(time)
return bally() + time * bspeedy() + 0.5 * time^2 * CONST_BALL_GRAVITY
end
--- Estimate where the ball will hit the ground, ignoring any collisions.
function simple_estimate()
local target = CONST_GROUND_HEIGHT + CONST_BALL_RADIUS
local x, y, vx, vy = balldata()
local d = vy * vy + 2.0 * CONST_BALL_GRAVITY * (target - y)
if d < 0 then
return x
end
local steps = (-vy - math.sqrt(d)) / CONST_BALL_GRAVITY
return vx * steps + x
end
--- Overwrite the `estimx`, `estimy`, and `estimate` functions with their simple counterparts,
--- to restore old bot API behaviour. Also defines the old `debug` function, to just perform
--- printing.
function enable_legacy_functions()
estimx = simple_estimx
estimy = simple_estimy
estimate = simple_estimate
debug = function(x)
print(x)
end
end
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