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Changed ball touches ground detection #9
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Original file line number | Diff line number | Diff line change |
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@@ -3,6 +3,7 @@ | |
This module contains graders which mimic the the behaviour of Rocket League custom training. | ||
""" | ||
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import math | ||
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from dataclasses import dataclass | ||
from typing import Optional, Mapping, Union | ||
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@@ -29,13 +30,77 @@ def __init__(self, timeout_seconds=4.0, ally_team=0): | |
]) | ||
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class FailOnBallOnGroundAfterTimeout(FailOnTimeout): | ||
def __init__(self, max_duration_seconds): | ||
super().__init__(max_duration_seconds) | ||
self.previous_ang_x = None | ||
self.previous_ang_y = None | ||
self.previous_ang_z = None | ||
self.previous_total_goals = None | ||
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def set_previous_angular_velocity(self, ball, reset = False): | ||
if not reset: | ||
self.previous_ang_x = ball.angular_velocity.x | ||
self.previous_ang_y = ball.angular_velocity.y | ||
self.previous_ang_z = ball.angular_velocity.z | ||
self.previous_vel_z = ball.velocity.z | ||
else: | ||
self.previous_ang_x = None | ||
self.previous_ang_y = None | ||
self.previous_ang_z = None | ||
self.previous_vel_z = None | ||
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def set_previous_total_goals(self, total_goals, reset=False): | ||
if not reset: | ||
self.previous_total_goals = total_goals | ||
else: | ||
self.previous_total_goals = None | ||
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def current_total_goals(self, packet): | ||
total_goals = 0 | ||
for car_id in range(packet.num_cars): | ||
goal = packet.game_cars[car_id].score_info.goals | ||
own_goal = packet.game_cars[car_id].score_info.own_goals | ||
total_goals += goal + own_goal | ||
return total_goals | ||
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def on_tick(self, tick: TrainingTickPacket) -> Optional[Grade]: | ||
grade = super().on_tick(tick) | ||
if grade is None: | ||
return None | ||
assert isinstance(grade, FailOnTimeout.FailDueToTimeout) | ||
ball = tick.game_tick_packet.game_ball.physics | ||
if ball.location.z < 100 and ball.velocity.z >= 0: | ||
return grade | ||
hit_ground = False | ||
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if self.previous_ang_z is None: | ||
self.set_previous_angular_velocity(ball) | ||
else: | ||
max_ang_vel = 5.9999601985025075 #Max angular velocity possible | ||
previous_ang_norm = math.sqrt(self.previous_ang_x**2 + self.previous_ang_y**2 + self.previous_ang_z**2) | ||
if ball.location.z <= 1900: #Making sure it doesnt count the ceiling | ||
if (ball.angular_velocity.x != self.previous_ang_x or ball.angular_velocity.y != self.previous_ang_y): | ||
# If the ball hit anything its angular velocity will change in the x or y axis | ||
if self.previous_ang_z == ball.angular_velocity.z and not ( 130 < ball.location.z < 150) : | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. That is true that it could happens at another z, I did not like that way as well. After sleeping on the case I have some new ideas to try out, like seeing if the last touch was on this tick, and if the ball is a certain couple of units above one of the cars There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I think that'll make it better but you should keep some of the tricky cases in mind: potential false positives:
potential false negatives:
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. potential false positives:
punching doesn't update the last touch. this may become a problem, but currently we cant test it potential false negatives:
Once again, the last touch check should not allow this to happen There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 👍 I didn't think of using the last touch info. |
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# if the z angular velocity did not change it means it was a flat plane. | ||
#ignore dribbling | ||
hit_ground = True | ||
elif previous_ang_norm == max_ang_vel: | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I'd recommend not doing exact equality on floating point numbers. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I tested various times and the max was always like that. I would think that it could have some error from time to time, but all the tested times had exactly that value. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I would like some help with how should I add unit testing, I'm not familiar with how you are doing that, neither how that is done on general There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. https://github.com/RLBot/RLBotPythonExample/blob/master/training/unit_tests.py Tests go here: https://github.com/RLBot/RLBotTraining/tree/master/tests To test these kinds of cases, create exercises within the test file itself which use this grader. e.g.
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Ah, thank you, this will also make my testing easier :) |
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# if it was at maximum angular velocity, it may have changed z axis not to exceed max | ||
# fallback on old behaviour | ||
if ball.location.z < 100 and ball.velocity.z >= 0: | ||
hit_ground = True | ||
if ball.location.z <= 93.5 and ball.velocity.z >= 0: | ||
# if the car is pushing the ball on the ground | ||
hit_ground = True | ||
if math.sqrt(ball.velocity.x**2 + ball.velocity.y**2 + ball.velocity.z**2) == 0 and self.previous_vel_z != 0: | ||
# ball is stop on ground and not on its apex, which means it should fail anyway | ||
if self.previous_total_goals != self.current_total_goals(tick.game_tick_packet): | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I don't think goal logic should be in There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I will look into that, I agree with you. |
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# There was a goal, let the goal handler handle it | ||
hit_ground = False | ||
else: | ||
hit_ground = True | ||
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self.set_previous_angular_velocity(ball) | ||
self.set_previous_total_goals(self.current_total_goals(tick.game_tick_packet)) | ||
if hit_ground: | ||
self.set_previous_angular_velocity(ball, reset = True) | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This reset seems unnecessary to me. How come it's here? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Reset is there so that in the next shot, after you set the state, it will not fail because the velocity changed. From what you said I'm guessing a new shot will initializate a new instance of a grader so that will never happen. I did not test for that. I will delete the reset and test There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Yes, exercises are created and used once such that the graders are automatically and fully reset. |
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return grade |
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Probably better to store / copy a ball object rather than separating out the variables.
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I did that at first, but it passed by reference, so it would have the current values and not the previous ones
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Yes, that's why we need to copy the object not just create another reference to it.
copy.deepcopy
may be what we're after if the ball is a normal object.There was a problem hiding this comment.
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Ah, thank you :)
I will do that, i don't like what i did either, but i didn't knew an alternative