from dataclasses import Field import logging from typing import Mapping import numpy as np from utils.math_ops import MathOps from world.commons.field import FIFAField, HLAdultField, Soccer7vs7Field from world.commons.play_mode import PlayModeEnum, PlayModeGroupEnum logger = logging.getLogger() class Agent: """ Responsible for deciding what the agent should do at each moment. This class is called every simulation step to update the agent's behavior based on the current state of the world and game conditions. """ BEAM_POSES: Mapping[type[Field], Mapping[int, tuple[float, float, float]]] ={ FIFAField: { 1: (2.1, 0, 0), 2: (22.0, 12.0, 0), 3: (22.0, 4.0, 0), 4: (22.0, -4.0, 0), 5: (22.0, -12.0, 0), 6: (15.0, 0.0, 0), 7: (4.0, 16.0, 0), 8: (11.0, 6.0, 0), 9: (11.0, -6.0, 0), 10: (4.0, -16.0, 0), 11: (7.0, 0.0, 0), }, HLAdultField: { 1: (7.0, 0.0, 0), 2: (2.0, -1.5, 0), 3: (2.0, 1.5, 0), }, Soccer7vs7Field: { 1: (2.1, 0, 0), 2: (22.0, 12.0, 0), 3: (22.0, 4.0, 0), 4: (22.0, -4.0, 0), 5: (22.0, -12.0, 0), 6: (15.0, 0.0, 0), 7: (4.0, 16.0, 0) } } def __init__(self, agent): """ Creates a new DecisionMaker linked to the given agent. Args: agent: The main agent that owns this DecisionMaker. """ from agent.base_agent import Base_Agent # type hinting self.agent: Base_Agent = agent self.is_getting_up: bool = False def update_current_behavior(self) -> None: """ Chooses what the agent should do in the current step. This function checks the game state and decides which behavior or skill should be executed next. """ if self.agent.world.playmode is PlayModeEnum.GAME_OVER: return if self.agent.world.playmode_group in ( PlayModeGroupEnum.ACTIVE_BEAM, PlayModeGroupEnum.PASSIVE_BEAM, ): self.agent.server.commit_beam( pos2d=self.BEAM_POSES[type(self.agent.world.field)][self.agent.world.number][:2], rotation=self.BEAM_POSES[type(self.agent.world.field)][self.agent.world.number][2], ) if self.is_getting_up or self.agent.skills_manager.is_ready(skill_name="GetUp"): self.is_getting_up = not self.agent.skills_manager.execute(skill_name="GetUp") elif self.agent.world.playmode is PlayModeEnum.PLAY_ON: self.carry_ball() elif self.agent.world.playmode in (PlayModeEnum.BEFORE_KICK_OFF, PlayModeEnum.THEIR_GOAL, PlayModeEnum.OUR_GOAL): self.agent.skills_manager.execute("Neutral") else: self.carry_ball() self.agent.robot.commit_motor_targets_pd() def carry_ball(self): """ Basic example of a behavior: moves the robot toward the goal while handling the ball. """ their_goal_pos = self.agent.world.field.get_their_goal_position()[:2] ball_pos = self.agent.world.ball_pos[:2] my_pos = self.agent.world.global_position[:2] ball_to_goal = their_goal_pos - ball_pos bg_norm = np.linalg.norm(ball_to_goal) if bg_norm == 0: return ball_to_goal_dir = ball_to_goal / bg_norm dist_from_ball_to_start_carrying = 0.30 carry_ball_pos = ball_pos - ball_to_goal_dir * dist_from_ball_to_start_carrying my_to_ball = ball_pos - my_pos my_to_ball_norm = np.linalg.norm(my_to_ball) if my_to_ball_norm == 0: my_to_ball_dir = np.zeros(2) else: my_to_ball_dir = my_to_ball / my_to_ball_norm cosang = np.dot(my_to_ball_dir, ball_to_goal_dir) cosang = np.clip(cosang, -1.0, 1.0) angle_diff = np.arccos(cosang) ANGLE_TOL = np.deg2rad(7.5) aligned = (my_to_ball_norm > 1e-6) and (angle_diff <= ANGLE_TOL) behind_ball = np.dot(my_pos - ball_pos, ball_to_goal_dir) < 0 desired_orientation = MathOps.vector_angle(ball_to_goal) if not aligned or not behind_ball: self.agent.skills_manager.execute( "Walk", target_2d=carry_ball_pos, is_target_absolute=True, orientation=None if np.linalg.norm(my_pos - carry_ball_pos) > 2 else desired_orientation ) else: self.agent.skills_manager.execute( "Walk", target_2d=their_goal_pos, is_target_absolute=True, orientation=desired_orientation )