{-# LANGUAGE FlexibleInstances #-} module Helper where import Debug.Trace import Data.Maybe import Data.List import Data.Ord import Data.Function import GHC.Exts import FRP.Yampa import FRP.Yampa.Geometry import FRP.Yampa.Point2 import Object import Message import Command import States import Physics import Global import BasicTypes import AL -- ************************************************************************* -- -- Various geometric functions -- -- ************************************************************************* spotToPoint (Spot x y) = Point2 x y pointToSpot (Point2 x y) = Spot x y distanceToSpot :: Spot -> Point2 Double -> Point2 Double -> Ordering distanceToSpot (Spot x y) = comparing (distance (Point2 x y)) spotDistance (Spot x1 y1) p = distance (Point2 x1 y1) p tm x = PlayerMessage $ TacticalPlayerMessage x pm x = PlayerMessage $ PhysicalPlayerMessage x otherTeam Home = Away otherTeam Away = Home lastPlayer ballState = case ballState of (_, BPWho oid _) -> oid (_, BPInit _ oid) -> oid (_, BPOutOfPlay _ _ _ oid) -> oid teamMates me vss = let team = vsTeam $ fetchVS vss me in [p | p@(VSPlayer {}) <- vss, vsTeam p == team, vsObjId p /= me] teamPlayers team vss = [p | p@(VSPlayer {vsTeam = team'}) <- vss, team' == team] fetchGoalie team vss = head $ filter isGoalie $ teamPlayers team vss isGoalie = (Goalie ==) . piPlayerRole . vsPlayerInfo playerWithBall :: [VisibleState] -> Maybe ObjId playerWithBall vss = case filter hasBall vss of [player] -> Just $ vsObjId player [] -> Nothing pls -> error $ "Helper.hs/playerWithBall: too many players " ++ show (map vsObjId pls) playerIsFree vss vs = let pos = vsPos vs team = vsTeam vs otherPlayers = teamPlayers (otherTeam team) vss in foldl' (\acc vso -> acc && distance pos (vsPos vso) > 5) True otherPlayers homeValue param (Spot x y) = half x (pPositionFactorX param) (pPitchWidth param) + (pPitchLength param - y) * pPositionFactorY param awayValue param (Spot x y) = homeValue param (Spot x (pPitchLength param - y)) half u factor max | u < (max / 2) = u * factor | otherwise = (max - u) * factor bestFreePlayer param vss ballCarrier = let team = vsTeam ballCarrier me = vsObjId ballCarrier valFun = if team == Home then homeValue else awayValue freePlayers = filter (playerIsFree vss) $ teamMates me vss in if null freePlayers then Nothing else Just $ maximumBy (compare `on` (valFun param) . pointToSpot . projectP . vsPos) freePlayers nearestNonAIPlayer team vss pos = let players = [p | p@(VSPlayer {}) <- vss, vsTeam p == team, fst (vsPTState p) == TSNonAI ] nearest = minimumBy (\pl1 pl2 -> closerToPoint pos (projectP $ vsPos pl1) (projectP $ vsPos pl2)) players in vsObjId nearest nearestAIPlayer team vss pos = let players = [p | p@(VSPlayer {}) <- vss, vsTeam p == team, fst (vsPTState p) /= TSNonAI ] nearest = minimumBy (\pl1 pl2 -> closerToPoint pos (projectP $ vsPos pl1) (projectP $ vsPos pl2)) players in vsObjId nearest nearestAIFieldPlayer team vss pos = let players = [p | p@(VSPlayer {}) <- vss, vsTeam p == team, fst (vsPTState p) /= TSNonAI, (piPlayerRole . vsPlayerInfo) p /= Goalie ] nearest = minimumBy (\pl1 pl2 -> closerToPoint pos (projectP $ vsPos pl1) (projectP $ vsPos pl2)) players in vsObjId nearest nearestPlayer team vss pos = let players = [p | p@(VSPlayer {}) <- vss, vsTeam p == team] nearest = minimumBy (\pl1 pl2 -> closerToPoint pos (projectP $ vsPos pl1) (projectP $ vsPos pl2)) players in vsObjId nearest closerToPoint p p1 p2 = if distance p p1 < distance p p2 then LT else GT fetchVS :: [VisibleState] -> ObjId -> VisibleState fetchVS vss = fromJust . flip getObjVS vss getObjVS :: ObjId -> [VisibleState] -> Maybe VisibleState getObjVS oid [] = Nothing getObjVS oid (vs:vss) = if vsObjId vs == oid then Just vs else getObjVS oid vss fetchGameVS :: [VisibleState] -> VisibleState fetchGameVS [] = error "Helper/fetchGameVS: No game in Visible States" fetchGameVS (v:vs) = case v of VSGame {} -> v _ -> fetchGameVS vs fetchBallVS :: [VisibleState] -> VisibleState fetchBallVS [] = error "Helper/fetchBallVS: No ball in Visible States" fetchBallVS (v:vs) = case v of VSBall {} -> v _ -> fetchBallVS vs fetchBallCarrier vss = let (s, sp) = vsBallState ball ball = fetchBallVS vss in if s `elem` [BSControlled, BSControlledOOP, BSControlledGoalie] then Just (fetchVS vss (fromBPWho sp)) else Nothing ballId :: ALOut -> ObjId ballId (AL []) = error "Helper.hs/ballId: No Ball in Object Output" ballId (AL ((xId, xOO):xs)) = case xOO of ObjOutput (OOSBall {}) _ _ _ -> xId _ -> ballId (AL xs) gameId :: ALOut -> ObjId gameId (AL []) = error "Helper.hs/gameId: No Game in Object Output" gameId (AL ((xId, xOO):xs)) = case xOO of ObjOutput (OOSGame {}) _ _ _ -> xId _ -> gameId (AL xs) -- time possession score1 score2 hasBall :: VisibleState -> Bool hasBall vs = isPlayer vs && (fst . vsPBState) vs == PBSInPossession offsiteFrontier param me vss = -- yield the a position for the player on the offsite frontiert. needs at least 2 players in every team let myself = fetchVS vss me myTeam = vsTeam myself Point3 myXPos _ _ = vsPos myself others = teamPlayers (otherTeam myTeam) vss reverser = if myTeam == Home then id else reverse -- Achtung: Auf-/absteigend sortieren je nach Home / Away! Point3 _ y _ = vsPos . head . tail . reverser $ sortWith (point3Y . vsPos) others half = pPitchLength param / 2 yAdjust = if myTeam == Home then min y half else max y half in (Point2 myXPos yAdjust) -- in (Point2 0 0) adjustForOffsite param p@(Point2 x y) me vss = let pOff@(Point2 xOff yOff) = offsiteFrontier param me vss myself = fetchVS vss me myTeam = vsTeam myself ballCarrier = hasBall myself in if not ballCarrier && (((myTeam == Home && y < yOff) || (myTeam == Away && y > yOff))) then pOff else p basePosition :: Param -> ObjId -> [VisibleState] -> Team -> TacticalStateParam basePosition param me vss attacker = -- yield me's optimal position in relation to the ball and his state (attacking or defending) let pi = vsPlayerInfo $ fetchVS vss me defensivePos = piBasePosDefense pi offensivePos = piBasePosOffense pi myTeam = vsTeam $ fetchVS vss me ball = fetchBallVS vss posBall = projectP . vsPos $ ball adjust = posBall .-. pitchCenter param adjust' = vector2 (pHorizontalShiftRatio param * vector2X adjust) (pVerticalShiftRatio param * vector2Y adjust) -- defPos = limitPosition (border, pitchWidth + border, border + lineEnds, pitchLength + border - lineEnds) (defensivePos .+^ adjust') defPos = limitPosition (0, pPitchWidth param, pLineEnds param, pPitchLength param - pLineEnds param) (defensivePos .+^ adjust') offPos = adjustForOffsite param offensivePos me vss in TacticalStateParam (Just $ if myTeam == attacker then offPos else defPos) Nothing False Nothing Nothing Nothing Nothing -- ************************************************************************* -- -- Various geometric functions -- -- ************************************************************************* limitPosition (xmin, xmax, ymin, ymax) (Point2 px py) = Point2 (minmax xmin xmax px) (minmax ymin ymax py) where minmax min max z = if z < min then min else if z > max then max else z noPoint = Point2 (-1) (-1) zeroVel = vector3 0 0 0 sameDirection :: Param -> Velocity2 -> Velocity2 -> Bool sameDirection param u v = abs(vector2Rho u) > pEps param && abs((vector2Rho u + vector2Rho v) - vector2Rho (u ^+^ v)) < pEps param inOneSecond pos vel = pos .+^ vel (.+!) :: (Point2 Double) -> Double -> (Point3 Double) (Point2 x y) .+! z = (Point3 x y z) (^+!) :: (Vector2 Double) -> Double -> (Vector3 Double) v ^+! z = let x = vector2X v y = vector2Y v in vector3 x y z project :: Velocity3 -> Velocity2 project v = vector2 x y where x = vector3X v y = vector3Y v projectP :: Position3 -> Position2 projectP v = Point2 x y where x = point3X v y = point3Y v brake :: Param -> Velocity3 -> Double -> Velocity3 brake param v a = vector3 (-b*x) (-b*y) (pGravity param) where x = vector3X v y = vector3Y v b = a / vector2Rho (vector2 x y) halfPi = pi / 2 (Point2 x y) ^-. v = Point2 (vector2X v - x) (vector2Y v - y) normTheta x | x < (- pi) = x + 2 * pi | x > pi = x - 2 * pi | otherwise = x lookTo p0 p1 = p0 .+^ (0.0001 *^ normalize (p1 .-. p0)) towards :: Spot -> Spot -> Vector3 Double towards curr dest = let delta = 20 *^ normalize (spotToPoint dest .-. spotToPoint curr) in delta ^+! 0 turnBy :: Vector2 Double -> Vector2 Double -> Vector2 Double u `turnBy` v = fromPolar (vector2Theta u - vector2Theta v) (vector2Rho u) isLeftFrom :: Vector2 Double -> Vector2 Double -> Bool u `isLeftFrom` v = normTheta (vector2Theta (u `turnBy` v)) >= 0 u `isRigthFrom` v = v `isLeftFrom` u sameDirAs :: Vector2 Double -> Vector2 Double -> Bool u `sameDirAs` v = let theta = normTheta $ vector2Theta (u `turnBy` v) in (theta > 0 && theta < pi/2) || (theta < 0 && theta > -(pi/2)) toPolar x y = (atan2 y x, sqrt ((x*x) + (y*y))) getAngle v = atan2 (vector2Y v) (vector2X v) fromPolar theta rho = vector2 (rho * cos theta) (rho * sin theta) fromPolar3 theta rho z = vector3 (rho * cos theta) (rho * sin theta) z limit max v = let len = norm v in if len > max then (max/len) *^ v else v mirrorPoint (Point2 x y) (Point2 ax ay) = Point2 (mirrorAt x ax) (mirrorAt y ay) mirrorAt x axis = 2 * axis - x sqr x = x * x -- ************************************************************************* -- -- Parameters -- -- ************************************************************************* awayGoalCenter param = Point2 (pPitchWidth param / 2) 0 homeGoalCenter param = Point2 (pPitchWidth param / 2) (pPitchLength param) pitchCenter param = Point2 (pPitchWidth param / 2) (pPitchLength param / 2) -- ************************************************************************* -- -- Messages and commands -- -- ************************************************************************* comToMsg (CmdKickHigh dt) = [pm (PPTLoseMe, BSPRelease dt RTHigh)] comToMsg (CmdKickLow dt) = [pm (PPTLoseMe, BSPRelease dt RTLow)] comToMsg (CmdPassHigh dt) = [pm (PPTLoseMe, BSPPass dt RTHigh Nothing)] comToMsg (CmdPassLow dt) = [pm (PPTLoseMe, BSPPass dt RTLow Nothing)] comToMsg CmdFlipHigh = [pm (PPTLoseMe, BSPPass 1 RTHigh Nothing)] comToMsg CmdFlipLow = [pm (PPTLoseMe, BSPPass 1 RTLow Nothing)] --comToMsg pos CmdMoveForward = [tm (TPTMoveTo, TacticalStateParam (Just $ pos .+^ vector2 0 (-20)) -- Nothing False Nothing -- Nothing Nothing)] comToMsg _ = [] -- ************************************************************************* -- -- Various generic list and tupel functions -- -- ************************************************************************* collect :: (Eq a) => [(a,b)] -> [(a, [b])] collect [] = [] collect ((a, b) : rest) = (a, b:fetch a rest) : collect (remove a rest) fetch :: (Eq a) => a -> [(a,b)] -> [b] fetch a = map snd . filter (\(a',b) -> a == a') remove a = filter (\(a',b) -> a /= a') mergeList :: (Eq a) => [(a, [b])] -> [(a, [b])] mergeList = map (\(a,bs) -> (a, concat bs)) . collect fst3 (a, b, c) = a snd3 (a, b, c) = b thrd3 (a, b, c) = c fromRight (Right x) = x