File: hyp014.lua

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blobby 1.1.1%2Bds-2
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-- note: These constants are not exactly equal to the one used in the blobby simulation, but changing to exact numbers
-- decreases the strength of the bot

g    = 0.28
pg   = 0.88
v0   = 14.5
y0   = CONST_BLOBBY_GROUND_HEIGHT
v_p  = 4.5
pj   = 0.44
r1   = CONST_BALL_RADIUS
h    = CONST_BALL_RADIUS + CONST_BLOBBY_HEAD_OFFSET + CONST_BLOBBY_HEAD_RADIUS
estt = 0
p    = 0.654
s    = math.random()

function reset()
	est = 0
	imp, imp1, imp2 = 0,0,0
	nettime = 0
	touch = 0
	esto1 = 0
	esto2 = 0
	esto3 = 0
	esto4 = 0
	esto5 = 0
	esto6 = 0
	phase = 0
	valid = 1
	active = 1
	nettime = 0
	y1p = posy()
	x1 = 0
	t2 = 0
end

reset()

function yb(y,vy,t)
	return y+(vy-g/10)*t-1/2*g*t^2
end

function tb(y,vy,height,typ)
	local sgn=0
	if (typ==1) then
		sgn=-1
	else
		sgn=1
	end
	if vy^2/g^2-vy/(5*g)+1/100+2*(y-height)/g<0 then
		return -1
	else
		return -1/10+vy/g+sgn*math.sqrt( vy^2/g^2-vy/(5*g)+1/100+2*(y-height)/g )
	end
end

function time(t)
	return 1/5*math.ceil(5*t)
end

function pos2(x)
	local x1,x2
	x1=v_p*math.ceil((1/v_p)*x)
	x2=v_p*math.floor((1/v_p)*x)
	if (x1<0) or (x2<0) then
		return 0
	else
		if (math.abs(x1-x)<math.abs(x2-x)) then
			return x1
		else
			return x2
		end
	end
end

function pos(x)
	return pos2(x)+(posx()-pos2(posx()))
end

function yp(t)
	return y0+(v0+pj/2+pg/10)*t-1/2*(pg-pj)*t^2
end

function tp(y)
	return (v0+pj/2+pg/10)/(pg-pj)-math.sqrt(((v0+pj/2+pg/10)/(pg-pj))^2-(y-y0)/(1/2*(pg-pj)))
end

function tp2(y1p,v1p)
	if (y1p>146) then
		return (v1p/pg-1/2+math.sqrt((v1p/pg-1/2)^2-(y0-y1p)/pg))
	else
		return 0
	end
end

function time(t)
	return 1/5*math.ceil(5*t)
end


-- </Abschnitt 2>

function collide_with_net(x,y,vx,vy)
	local radius_sum = CONST_BALL_RADIUS + CONST_NET_RADIUS
	local net_x = CONST_FIELD_MIDDLE
	local net_y = CONST_NET_HEIGHT

	local t1=time(math.max(tb(y,vy,net_y-radius_sum,1)-0.2,0))
	local t2=time(tb(y,vy,net_y+radius_sum,1)+0.2)
	local t3=time(math.max(tb(y,vy,net_y+radius_sum,2)-0.2,0))
	local t4=time(tb(y,vy,net_y-radius_sum,2)+0.2)
	local t=-1
	if (t1<t2)
	then
		for testimate=t1,t2,0.2 do
			if (yb(y,vy,testimate)<=CONST_NET_HEIGHT) and (x+vx*testimate >= CONST_BALL_LEFT_NET) then
				return -1
			end
			if ( (yb(y,vy,testimate)-net_y)^2+(x+vx*testimate-net_x)^2 < radius_sum^2)
			then
				t=testimate
				break
			end
		end
	end

	if (t<=0) and (t3<t4)
	then
		for testimate=t3,t4,0.2 do
			if (yb(y,vy,testimate)<=CONST_NET_HEIGHT) and (x+vx*testimate >= CONST_BALL_LEFT_NET) then
				return -1
			end
			if ( (yb(y,vy,testimate)-net_y)^2+(x+vx*testimate-net_x)^2 < radius_sum^2)
			then
				t=testimate
				break
			end
		end
	end

	if (t<=0) or (t>150) then t=-1 end

	return t

end

function estimate(x,y,vx,vy,height,typ)

	local collision=1
	local tw,tn,ts=0,0,0
	local tr,xr,yr,vxr,vyr,n=0,0,0,0,0,0

	while(collision==1) do
		ts = collide_with_net(x,y,vx,vy)
		if (vx>0)
		then
			tw = time((CONST_BALL_RIGHT_BORDER-x)/vx)
			tn = time((CONST_BALL_LEFT_NET-x)/vx)
		else
			tw = time((CONST_BALL_LEFT_BORDER-x)/vx)
			tn = time((CONST_BALL_RIGHT_NET-x)/vx)
		end
		local th=time(tb(y,vy,height,typ))
		local t=10000

		if ((ts>0) and (ts<t)) then t=ts end
		if (((tn>0) and (tn<t)) and (yb(y,vy,tn) < CONST_NET_HEIGHT)) then t=tn end
		if ((tw>0) and (tw<t)) then t=tw end

		if (th>t)
		then
			if (ts>0)
			then
				tr=tr+t
				x=x+vx*t
				y=yb(y,vy,t)
				vy=vy-g*t
				xr=x
				yr=y
				vxr=vx
				vyr=vy
				n=1
				collision=0
			elseif ((t==tn) or (t==tw))
			then
				tr=tr+t
				x=x+vx*t
				y=yb(y,vy,t)
				vx=-vx
				vy=vy-g*t
				collision=1
			end
		else
			tr=tr+th
			vxr=vx
			vyr=vy-g*th
			xr=x+vx*th
			yr=yb(y,vy,th)
			collision=0
		end
	end
	if (tr<0)
	then
		return -1,-1,-1,-1,-1,-1
	else
		return xr,yr,vxr,vyr,tr,n
	end
end


function impact(x,y,vx,vy,xpos,ypos,targety,jum,move)
	local x1,y1,vx1,vy1=0,0,0,0
	local x2,y2,vx2,vy2,t2,nn=0,0,0,0,0,0
	local xpos1=xpos
	local ypos1=ypos
	for t=0,7,0.2 do
		if (jum==1) then
			ypos1=yp(tp(ypos)+t)
		end
		x1=x+vx*t
		if (x1<r1) then x1=2*r1-x1 end
		if (x1>368.5) then x1=2*368.5-x1 end
		y1=yb(y,vy,t)

		if ((xpos1-x1)^2+(ypos1+19-y1)^2<(r1+25)^2) then
			local dx=x1-xpos1
			local dy=y1-(ypos1+19)
			local l=math.sqrt(dx^2+dy^2)
			vx1=dx/l
			vy1=dy/l
			x1=x1+vx1*3
			y1=y1+vy1*3
			vy1=vy1*13.125
			vx1=vx1*13.125
			x2,y2,vx2,vy2,t2,nn=estimate(x1,y1,vx1,vy1,targety,2)
			break
		end
	end

	return x2,y2,x1,y1,vx1,vy1
end

function playto(position,delta)

	if (math.abs(est-esto5)>0.2) then

		esto5=est
		imp,impt,impf=0,0,0
		x1=0
		t=27
		typ1=60
		typ2=120
		if (position<400) then
			n1=2
			n2=-3
		elseif (position>600) then
			n1=-4
			n2=-11
		else
			n1=-1
			n2=-8
		end
		while (t>=0) do

			if (t==0) then j=0 else j=1 end
			t1f=t
			y1f=yp(t1f)
			t2g=math.floor(tb(y,vy,y1f+h,2))
			y2f=yb(y,vy,t2g)
			vy2f=vy-g*t2g
			x2f,y2f,vx2f,vy2f,t2f,_=estimate(x,y,vx,vy,y2f-vy2f/30,2)
			t1f=math.floor(tp(y2f-h))
			y1f=yp(t1f)
			if (t1f+math.abs(math.ceil((tp2(posy(),vp))))<t2f) and (t2g>1) and (t2f>1) then

				for x1f=pos(x2f)+n1*v_p,pos(x2f)+n2*v_p,-v_p do
					impf,_,xaf,yaf,vxaf,vyaf=impact(x2f,y2f,vx2f,vy2f,x1f,y1f,220,j,0)

					if (impf>position-delta) and (math.abs(posx()-x1f)/v_p+1<t2f) and (x1f>=0) and (x1f<=360) and (x2f<=365) and (impf<position+delta) then
						imp=impf
						x1=x1f
						y1=y1f
						t1=t1f
						x2=x2f
						y2=y2f
						t2=t2f
						vx2=vx2f
						vy2=vy2f
						xa=xaf
						ya=yaf
						vxa=vxaf
						vya=vyaf
						break
					end
					if (impf>position+delta) and ((x1f-pos(x2f))/v_p<0) then break end
				end


			end
			if (imp>position-delta) and (imp<position+delta) then break end
			if (t>15) then t=t-6
			else t=t-3 end
		end
		t2=t2+1

	end

	if (x1>=0) and (imp>0) then
		t2=t2-1
		moveto(x1)
		if (t2<=t1+0.1) and (y1>146) then
			jump()
		end
	else
		if (delta>60) then
			save()
		else
			playto(600,100)
		end
	end
end



function save()

	if (math.abs(est-esto3)>0.2) then
		delta=30
		esto3=est
		imp,impt,impf=0,0,0
		x1=0
		t=33
		typ1=60
		typ2=120

		while (t>=0) do
			if (t==0) then j=0 else j=1 end
			t1f=t
			y1f=yp(t1f)
			t2g=math.floor(tb(y,vy,y1f+h,2))

			y2f=yb(y,vy,t2g)
			vy2f=vy-g*t2g

			x2f,y2f,vx2f,vy2f,t2f,_=estimate(x,y,vx,vy,y2f+0.1,2)

			t1f=math.floor(tp(y2f-h))
			y1f=yp(t1f)
			-- 			if (y1f<CONST_NET_HEIGHT-h) then break end
			-- 			(t1f+math.abs(math.ceil((tp2(posy(),vp))))<t2f)
			x1f=pos(x2f)

			if (t2g>1) and (t1f+tp2(posy(),vp)+1<t2f) and (math.abs((x1f-posx())/v_p)<t2f) and (x1f<=360) and (x1f>=0) then

				impf,_,xaf,yaf,vxaf,vyaf=impact(x2f,y2f,vx2f,vy2f,x1f,y1f,220,j,0)
				imp=impf
				x1=x1f
				y1=y1f
				t1=t1f
				x2=x2f
				y2=y2f
				t2=t2f
				vx2=vx2f
				vy2=vy2f
				xa=xaf
				ya=yaf
				vxa=vxaf
				vya=vyaf
				t=-5
			end

			if (t>15) then
				t=t-6
			else
				t=t-3
			end
		end
		t2=t2+1
	end

	if (t2>-1) and (x1>=0) and (x1<=360) and (imp>0) then
		t2=t2-1
		moveto(x1)
		if (t2<=t1+0.1) and (y1>146) then
			jump()
		end
	else moveto(200)
	end
end




function attack(low,high)

	if (math.abs(est-esto1)>0.2) then
		h2=900
		esto1=est
		imp,impt,impf=0,0,0
		x1=0
		t=27
		typ1=low--60
		typ2=high--120

		while (t>=0) do
			if (t==0) then j=0 else j=1 end
			t1f=t
			y1f=yp(t1f)
			t2g=math.floor(tb(y,vy,y1f+h,2))
			y2f=yb(y,vy,t2g)
			vy2f=vy-g*t2g
			x2f,y2f,vx2f,vy2f,t2f,_=estimate(x,y,vx,vy,y2f-vy2f/30,2)
			t1f=math.floor(tp(y2f-h))
			y1f=yp(t1f)
			if (t1f+math.abs(math.ceil((tp2(posy(),vp))))+2<t2f) and (t2g>1) and (t2f>1) then
				for x1f=pos(x2f)-20*v_p,pos(x2f)-4*v_p,v_p do
					impf,_,xaf,yaf,vxaf,vyaf=impact(x2f,y2f,vx2f,vy2f,x1f,y1f,220,j,0)
					h1=yb(yaf,vyaf,(380-xaf)/vxaf)
					h2=yb(yaf,vyaf,(420-xaf)/vxaf)
					height=CONST_BALL_TOP_NET

					if (impf>432) and (math.abs(posx()-x1f)/v_p+1<t2f) and (x1f>0) and (x2f<361) and (x1f<330) and (h2>height+typ1) and (h1>height+typ1) and (h2<height+typ2) and (h1<height+typ2)then
						imp=impf
						x1=x1f
						y1=y1f
						t1=t1f
						x2=x2f
						y2=y2f
						t2=t2f
						vx2=vx2f
						vy2=vy2f
						xa=xaf
						ya=yaf
						vxa=vxaf
						vya=vyaf
						break
					end
					if (impf>432) and (h2>height+typ2) then break end
				end


			end
			if (imp>0) then break end
			if (t>15) then t=t-6
			else t=t-3 end
		end
		t2=t2+1

	end

	if (x1>0) and (imp>0) then
		t2=t2-1
		moveto(x1)
		if (t2<=t1+0.1) and (y1>146) then
			jump()
		end
	else
		playto(600,100)
	end
end

function wall()

	if (math.abs(est-esto4)>0.2) then
		delta=30
		esto4=est
		imp,impt,impf=0,0,0
		x1=0
		t2=26
		typ1=60
		typ2=120


		t1=t2
		y1=yp(t1)

		t2g=math.floor(tb(y,vy,y1+h,2))
		y2=yb(y,vy,t2g)

		vy2=vy-g*t2g
		x2,y2,vx2,vy2,t2,_=estimate(x,y,vx,vy,y2+vy2/30,2)

		t1=math.floor(tp(y2-h))
		y1=yp(t1)
		x1=pos(x2)-10*v_p


		t2=t2+1

	end

	t2=t2-1
	moveto(x1)
	if (t2<=t1+0.1) and (y1>146) then
		jump()
	end

end



function OnOpponentServe()
	reset()
	if (math.abs(pos2(posx())-posx())>1) then
		moveto(400)
	else
		moveto(200)
	end
end

function OnServe(ballready)
	reset()
	if (math.abs(pos2(posx())-posx())>1) then
		moveto(400)

	else -- -10,-5,+8

		if (s<0.3) then
			b=8
		elseif (s>=0.3) and (s<0.7) then
			b=-10
		elseif (s>=0.6) and (s<1) then
			b=-5

		end
		a=198+b*v_p

		if (math.abs(posx()-a)<2) then
			jump()
		else
			moveto(a)
		end
	end

end



function OnGame()

	s=math.random()
	yp2=y1p
	y1p=posy()
	vp=y1p-yp2

	if (math.abs(imp1-imp)>0.1) then
		imp2=imp1
		imp1=imp
	end

	esttold=estt
	netold=netc
	toucho=touch
	touch=touches()
	if (touch<toucho) then p=math.random()
		pp=math.random()
		reset()
	end
	--phase
	--0: Spielstop
	--1: eigenes Feld
	--2: gegnerisches Feld
	--3: Ball hängt fest
	--4: Netzblock
	--5: Netzblock weiterführen
	--6: Netzball vorher abfangen

	x,y,vx,vy=ballx(),bally(),bspeedx(),bspeedy()
	estt,yestt,vxestt,vyestt,tnet,netc=estimate(x,y,vx,vy,220)
	if (bally()<140) and (active==1) then
		active=0

	end
	if (math.abs(esttold-estt)<0.1) then -- Schutz gegen Fehler bei der estimate-Funktion während Netz/Wandkollisionen
		est=estt
	end
	if (active==1) then
		if (phase==4) and ((est>CONST_BALL_RIGHT_NET) or (est<CONST_BALL_LEFT_NET)) then
			nettime=10
			phase=5
		elseif (phase==5) and (nettime>0) then
			nettime=nettime-1
		else
			if (est>CONST_BALL_RIGHT_NET) then
				phase=2
			elseif (est<CONST_BALL_RIGHT_NET) and (est>CONST_BALL_LEFT_NET) then
				if (est<400) and (math.abs(bspeedx())<1) then
					phase=99
					wall()
				else
					if (yb(y,vy,(r1-x)/vx)>220) then
						phase=6
					else
						phase=4
					end
				end
			else
				phase=1
			end
		end
	else
		phase=0
	end


	if (math.sqrt((ballx()-400)^2+(bally()-CONST_NET_HEIGHT)^2)<(r1+7)) and (math.sqrt((bspeedx())^2+(bspeedy())^2)<2) then phase=3 end
	--phase
	--0: Spielstop
	--1: eigenes Feld
	--2: gegnerisches Feld
	--3: Ball hängt fest
	--4: Netzblock
	--5: Netzblock weiterführen
	--6: Netzball vorher abfangen

	if (phase==2) then
		moveto(200)
	elseif (phase==1) then
		if (p<0.5) then
			if (touch==0) then
				playto(320,30)
			elseif(touch==1) then
				if (p<0.2) then
					attack(60,120)
				elseif (p>=0.2) and (p<0.25) then
					attack(30,60)
				elseif (p>=0.25) and (p<0.275) then
					playto(420,20)
				elseif (p>=0.275) and (p<0.3) then
					playto(480,40)
				elseif (p>=0.3) and (p<0.38) then
					playto(760,40)
				elseif (p>=0.38) and (p<0.5) then
					playto(380,20)
				end
			elseif (touch==2) then
				if (p<0.4) then
					playto(600,100)
				else
					wall()
				end
			end
		else
			if (touch==0) then
				if (p<0.8) then
					attack(60,120)
				elseif (p>=0.8) and (p<0.9) then
					attack(30,60)
				elseif (p>=0.9) and (p<1) then
					playto(760,40)
				end
			else
				playto(600,100)
			end
		end

	elseif (phase==4) then
		if (tnet<=tp(393)-4) or (nettime>0) then jump() end
		if (math.abs(posx()-360)/v_p+2<=tnet) then
			left()
		else
			right()
		end
	elseif (phase==5) then
		right()
		jump()
	elseif (phase==6) then
		-- 			moveto(200)
		save()
	elseif (phase==3) then
		if (posx()>300) then
			jump()
		end
		right()
	end

	if ((x1==0) or (imp==0)) and (phase==1) then
		moveto(est)
	end

	if ((x1==0) or (imp==0)) and (phase==6) then
		moveto(200)
	end
	-- debug(0)
	-- debug(est)
	-- debug(imp)
end