Defines a Team of SoccerBasePlayers for the Soccer game simulation
Esempio n. 1
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        public FieldPlayer(SoccerTeam homeTeam,
                      int homeRegionIndex,
                      State<FieldPlayer> startState,
                      Vector2D heading,
                      Vector2D velocity,
                      double mass,
                      double maxForce,
                      double maxSpeed,
                      double maxTurnRate,
                      double scale,
                      PlayerBase.PlayerRoles role)
            : base(homeTeam, homeRegionIndex, heading, velocity, mass, maxForce, maxSpeed, maxTurnRate, scale, role)
        {
            _stateMachine = new StateMachine<FieldPlayer>(this);

            if (startState != null)
            {
                _stateMachine.CurrentState = _stateMachine.PreviousState = startState;
                _stateMachine.GlobalState = GlobalPlayerState.Instance;
                _stateMachine.CurrentState.Enter(this);
            }

            _steeringBehaviors.Seperation = true;

            //set up the kick regulator
            _kickRegulator = new Regulator(ParameterManager.Instance.PlayerKickFrequency);
        }
Esempio n. 2
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        public SoccerTeam(SoccerGoal homeGoal, SoccerGoal opponentsGoal, SoccerPitch pitch, SoccerTeamColor color)
        {
            _homeGoal = homeGoal;
            _opponentsGoal = opponentsGoal;
            _pitch = pitch;
            _color = color;

            _opposingTeam = null;
            _distSqToBallOfClosestPlayer = 0.0;
            _supportingPlayer = null;
            _controllingPlayer = null;
            _playerClosestToBall = null;

            _stateMachine = new StateMachine<SoccerTeam>(this);

            _stateMachine.CurrentState = DefendingState.Instance;
            _stateMachine.PreviousState = DefendingState.Instance;
            _stateMachine.GlobalState = null;

            //create the players and goalkeeper
            CreatePlayers();

            //set default steering behaviors
            foreach (PlayerBase player in _players)
            {
                player.SteeringBehaviors.Seperation = true;
            }

            _supportSpotCalculator = new SupportSpotCalculator(ParameterManager.Instance.NumSupportSpotsX, ParameterManager.Instance.NumSupportSpotsY, this);
        }
        public SupportSpotCalculator(int numX, int numY, SoccerTeam team)
        {
            Region PlayingField = team.Pitch.PlayingArea;

            //calculate the positions of each sweet spot, create them and
            //store them in m_Spots
            double HeightOfSSRegion = PlayingField.Height * 0.8;
            double WidthOfSSRegion  = PlayingField.Width * 0.9;
            double SliceX           = WidthOfSSRegion / numX;
            double SliceY           = HeightOfSSRegion / numY;

            double left  = PlayingField.Left + (PlayingField.Width - WidthOfSSRegion) / 2.0 + SliceX / 2.0;
            double right = PlayingField.Right - (PlayingField.Width - WidthOfSSRegion) / 2.0 - SliceX / 2.0;
            double top   = PlayingField.Top + (PlayingField.Height - HeightOfSSRegion) / 2.0 + SliceY / 2.0;

            _team = team;
            for (int x = 0; x < (numX / 2) - 1; ++x)
            {
                for (int y = 0; y < numY; ++y)
                {
                    if (_team.Color == SoccerTeam.SoccerTeamColor.Blue)
                    {
                        _supportSpots.Add(new SupportSpot(new Vector2D(left + x * SliceX, top + y * SliceY), 0.0));
                    }

                    else
                    {
                        _supportSpots.Add(new SupportSpot(new Vector2D(right - x * SliceX, top + y * SliceY), 0.0));
                    }
                }
            }

            //create the regulator
            _regulator = new Regulator(ParameterManager.Instance.SupportSpotUpdateFreq);
        }
Esempio n. 4
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        public SoccerTeam(SoccerGoal homeGoal, SoccerGoal opponentsGoal, SoccerPitch pitch, SoccerTeamColor color)
        {
            _homeGoal      = homeGoal;
            _opponentsGoal = opponentsGoal;
            _pitch         = pitch;
            _color         = color;

            _opposingTeam = null;
            _distSqToBallOfClosestPlayer = 0.0;
            _supportingPlayer            = null;
            _controllingPlayer           = null;
            _playerClosestToBall         = null;

            _stateMachine = new StateMachine <SoccerTeam>(this);

            _stateMachine.CurrentState  = DefendingState.Instance;
            _stateMachine.PreviousState = DefendingState.Instance;
            _stateMachine.GlobalState   = null;

            //create the players and goalkeeper
            CreatePlayers();

            //set default steering behaviors
            foreach (PlayerBase player in _players)
            {
                player.SteeringBehaviors.Seperation = true;
            }

            _supportSpotCalculator = new SupportSpotCalculator(ParameterManager.Instance.NumSupportSpotsX, ParameterManager.Instance.NumSupportSpotsY, this);
        }
Esempio n. 5
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        public FieldPlayer(SoccerTeam homeTeam,
                           int homeRegionIndex,
                           State <FieldPlayer> startState,
                           Vector2D heading,
                           Vector2D velocity,
                           double mass,
                           double maxForce,
                           double maxSpeed,
                           double maxTurnRate,
                           double scale,
                           PlayerBase.PlayerRoles role)
            : base(homeTeam, homeRegionIndex, heading, velocity, mass, maxForce, maxSpeed, maxTurnRate, scale, role)
        {
            _stateMachine = new StateMachine <FieldPlayer>(this);

            if (startState != null)
            {
                _stateMachine.CurrentState = _stateMachine.PreviousState = startState;
                _stateMachine.GlobalState  = GlobalPlayerState.Instance;
                _stateMachine.CurrentState.Enter(this);
            }

            _steeringBehaviors.Seperation = true;

            //set up the kick regulator
            _kickRegulator = new Regulator(ParameterManager.Instance.PlayerKickFrequency);
        }
Esempio n. 6
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 public GoalKeeper(SoccerTeam homeTeam,
       int homeRegionIndex,
       State<GoalKeeper> startState,
       Vector2D heading,
       Vector2D velocity,
       double mass,
       double maxForce,
       double maxSpeed,
       double maxTurnRate,
       double scale)
     :
     base(homeTeam, homeRegionIndex, heading, velocity, mass, maxForce, maxSpeed, maxTurnRate, scale, PlayerRoles.GoalKeeper)
 {
     _stateMachine = new StateMachine<GoalKeeper>(this);
     _stateMachine.CurrentState = _stateMachine.PreviousState = startState;
     _stateMachine.GlobalState = GlobalKeeperState.Instance;
     _stateMachine.CurrentState.Enter(this);
 }
Esempio n. 7
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 public GoalKeeper(SoccerTeam homeTeam,
                   int homeRegionIndex,
                   State <GoalKeeper> startState,
                   Vector2D heading,
                   Vector2D velocity,
                   double mass,
                   double maxForce,
                   double maxSpeed,
                   double maxTurnRate,
                   double scale)
     :
     base(homeTeam, homeRegionIndex, heading, velocity, mass, maxForce, maxSpeed, maxTurnRate, scale, PlayerRoles.GoalKeeper)
 {
     _stateMachine = new StateMachine <GoalKeeper>(this);
     _stateMachine.CurrentState = _stateMachine.PreviousState = startState;
     _stateMachine.GlobalState  = GlobalKeeperState.Instance;
     _stateMachine.CurrentState.Enter(this);
 }
Esempio n. 8
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        public PlayerBase(SoccerTeam homeTeam, int homeRegionIndex, Vector2D heading, Vector2D velocity,
                          double mass, double maxForce, double maxSpeed, double maxTurnRate, double scale, PlayerRoles role)
            : base(homeTeam.Pitch.GetRegion(homeRegionIndex).VectorCenter, scale * 10.0, velocity, maxSpeed, heading, mass, new Vector2D(scale, scale), maxTurnRate, maxForce)
        {
            _playerRole            = role;
            _team                  = homeTeam;
            _distanceToBallSquared = double.MaxValue;
            _homeRegionIndex       = homeRegionIndex;
            _kickoffRegionIndex    = homeRegionIndex;

            Vector2D[] player = new Vector2D[4] {
                new Vector2D(-3, 8), new Vector2D(3, 10), new Vector2D(3, -10), new Vector2D(-3, -8)
            };

            for (int vertexIndex = 0; vertexIndex < 4; vertexIndex++)
            {
                _vecPlayerVB.Add(player[vertexIndex]);

                //set the bounding radius to the length of the
                //greatest extent
                if (Math.Abs(player[vertexIndex].X) > BoundingRadius)
                {
                    BoundingRadius = Math.Abs(player[vertexIndex].X);
                }

                if (Math.Abs(player[vertexIndex].Y) > BoundingRadius)
                {
                    BoundingRadius = Math.Abs(player[vertexIndex].Y);
                }
            }

            //set up the steering behavior class
            _steeringBehaviors = new SteeringBehaviors(this, Ball);

            //a player's start target is its start position (because it's just waiting)
            _steeringBehaviors.Target = _team.Pitch.GetRegion(_homeRegionIndex).VectorCenter;

            AutoList <PlayerBase> .GetAllMembers().Add(this);

            _defaultHomeRegionIndex = _homeRegionIndex;
        }
Esempio n. 9
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        public PlayerBase(SoccerTeam homeTeam, int homeRegionIndex, Vector2D heading, Vector2D velocity,
                       double mass, double maxForce, double maxSpeed, double maxTurnRate, double scale, PlayerRoles role)
            : base(homeTeam.Pitch.GetRegion(homeRegionIndex).VectorCenter, scale * 10.0, velocity, maxSpeed, heading, mass, new Vector2D(scale, scale), maxTurnRate, maxForce)
        {
            _playerRole = role;
            _team = homeTeam;
            _distanceToBallSquared = double.MaxValue;
            _homeRegionIndex = homeRegionIndex;
            _kickoffRegionIndex = homeRegionIndex;

            Vector2D[] player = new Vector2D[4] { new Vector2D(-3, 8), new Vector2D(3, 10), new Vector2D(3, -10), new Vector2D(-3, -8) };

            for (int vertexIndex = 0; vertexIndex < 4; vertexIndex++)
            {
                _vecPlayerVB.Add(player[vertexIndex]);

                //set the bounding radius to the length of the 
                //greatest extent
                if (Math.Abs(player[vertexIndex].X) > BoundingRadius)
                {
                    BoundingRadius = Math.Abs(player[vertexIndex].X);
                }

                if (Math.Abs(player[vertexIndex].Y) > BoundingRadius)
                {
                    BoundingRadius = Math.Abs(player[vertexIndex].Y);
                }
            }

            //set up the steering behavior class
            _steeringBehaviors = new SteeringBehaviors(this, Ball);

            //a player's start target is its start position (because it's just waiting)
            _steeringBehaviors.Target = _team.Pitch.GetRegion(_homeRegionIndex).VectorCenter;

            AutoList<PlayerBase>.GetAllMembers().Add(this);

            _defaultHomeRegionIndex = _homeRegionIndex;
        }
        public SupportSpotCalculator(int numX, int numY, SoccerTeam team)
        {
            Region PlayingField = team.Pitch.PlayingArea;

            //calculate the positions of each sweet spot, create them and 
            //store them in m_Spots
            double HeightOfSSRegion = PlayingField.Height * 0.8;
            double WidthOfSSRegion = PlayingField.Width * 0.9;
            double SliceX = WidthOfSSRegion / numX;
            double SliceY = HeightOfSSRegion / numY;

            double left = PlayingField.Left + (PlayingField.Width - WidthOfSSRegion) / 2.0 + SliceX / 2.0;
            double right = PlayingField.Right - (PlayingField.Width - WidthOfSSRegion) / 2.0 - SliceX / 2.0;
            double top = PlayingField.Top + (PlayingField.Height - HeightOfSSRegion) / 2.0 + SliceY / 2.0;

            _team = team;
            for (int x = 0; x < (numX / 2) - 1; ++x)
            {
                for (int y = 0; y < numY; ++y)
                {
                    if (_team.Color == SoccerTeam.SoccerTeamColor.Blue)
                    {
                        _supportSpots.Add(new SupportSpot(new Vector2D(left + x * SliceX, top + y * SliceY), 0.0));
                    }

                    else
                    {
                        _supportSpots.Add(new SupportSpot(new Vector2D(right - x * SliceX, top + y * SliceY), 0.0));
                    }
                }
            }

            //create the regulator
            _regulator = new Regulator(ParameterManager.Instance.SupportSpotUpdateFreq);

        }
Esempio n. 11
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        public SoccerPitch(double width, double height)
        {
            //int GOAL_WIDTH = 2;
            //double ballSize = .5;
            //double ballMass = 1.0;
            _walls = new List <Wall2D>();

            _clientWidth  = (int)width;
            _clientHeight = (int)height;

            _paused            = false;
            _goalKeeperHasBall = false;
            _gameInPlay        = true;

            //define the playing area
            _playingArea = new Region(20, _clientHeight - 20, 20, _clientWidth - 20);

            //create the regions
            createRegions(_playingArea.Width / (double)NumRegionsHorizontal,
                          _playingArea.Height / (double)NumRegionsVertical);

            //create the goals
            _redGoal = new SoccerGoal(new Vector2D(_playingArea.Left, (_clientHeight - ParameterManager.Instance.GoalWidth) / 2),
                                      new Vector2D(_playingArea.Left, _clientHeight - (_clientHeight - ParameterManager.Instance.GoalWidth) / 2),
                                      new Vector2D(1.0, 0.0));



            _blueGoal = new SoccerGoal(new Vector2D(_playingArea.Right, (_clientHeight - ParameterManager.Instance.GoalWidth) / 2),
                                       new Vector2D(_playingArea.Right, _clientHeight - (_clientHeight - ParameterManager.Instance.GoalWidth) / 2),
                                       new Vector2D(-1, 0));


            //create the soccer ball
            _ball = new SoccerBall(new Vector2D(_clientWidth / 2.0, _clientHeight / 2.0),
                                   ParameterManager.Instance.BallSize,
                                   ParameterManager.Instance.BallMass,
                                   _walls);


            //create the teams
            _redTeam  = new SoccerTeam(_redGoal, _blueGoal, this, SoccerTeam.SoccerTeamColor.Red);
            _blueTeam = new SoccerTeam(_blueGoal, _redGoal, this, SoccerTeam.SoccerTeamColor.Blue);

            //make sure each team knows who their opponents are
            _redTeam.OpposingTeam  = _blueTeam;
            _blueTeam.OpposingTeam = _redTeam;

            //create the walls
            Vector2D TopLeft     = new Vector2D(_playingArea.Left, _playingArea.Top);
            Vector2D TopRight    = new Vector2D(_playingArea.Right, _playingArea.Top);
            Vector2D BottomRight = new Vector2D(_playingArea.Right, _playingArea.Bottom);
            Vector2D BottomLeft  = new Vector2D(_playingArea.Left, _playingArea.Bottom);

            _walls.Add(new Wall2D(BottomLeft, _redGoal.RightPost));
            _walls.Add(new Wall2D(_redGoal.LeftPost, TopLeft));
            _walls.Add(new Wall2D(TopLeft, TopRight));
            _walls.Add(new Wall2D(TopRight, _blueGoal.LeftPost));
            _walls.Add(new Wall2D(_blueGoal.RightPost, BottomRight));
            _walls.Add(new Wall2D(BottomRight, BottomLeft));
        }
Esempio n. 12
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        public SoccerPitch(double width, double height)
        {
            //int GOAL_WIDTH = 2;
            //double ballSize = .5;
            //double ballMass = 1.0;
            _walls = new List<Wall2D>();

            _clientWidth = (int)width;
            _clientHeight = (int)height;

            _paused = false;
            _goalKeeperHasBall = false;
            _gameInPlay = true;

            //define the playing area
            _playingArea = new Region(20, _clientHeight - 20, 20, _clientWidth - 20);

            //create the regions  
            createRegions(_playingArea.Width / (double)NumRegionsHorizontal,
                          _playingArea.Height / (double)NumRegionsVertical);

            //create the goals
            _redGoal = new SoccerGoal(new Vector2D(_playingArea.Left, (_clientHeight - ParameterManager.Instance.GoalWidth) / 2),
                                   new Vector2D(_playingArea.Left, _clientHeight - (_clientHeight - ParameterManager.Instance.GoalWidth) / 2),
                                   new Vector2D(1.0, 0.0));



            _blueGoal = new SoccerGoal(new Vector2D(_playingArea.Right, (_clientHeight - ParameterManager.Instance.GoalWidth) / 2),
                                    new Vector2D(_playingArea.Right, _clientHeight - (_clientHeight - ParameterManager.Instance.GoalWidth) / 2),
                                    new Vector2D(-1, 0));


            //create the soccer ball
            _ball = new SoccerBall(new Vector2D(_clientWidth / 2.0, _clientHeight / 2.0),
                                     ParameterManager.Instance.BallSize,
                                     ParameterManager.Instance.BallMass,
                                     _walls);


            //create the teams 
            _redTeam = new SoccerTeam(_redGoal, _blueGoal, this, SoccerTeam.SoccerTeamColor.Red);
            _blueTeam = new SoccerTeam(_blueGoal, _redGoal, this, SoccerTeam.SoccerTeamColor.Blue);

            //make sure each team knows who their opponents are
            _redTeam.OpposingTeam = _blueTeam;
            _blueTeam.OpposingTeam = _redTeam;

            //create the walls
            Vector2D TopLeft = new Vector2D(_playingArea.Left, _playingArea.Top);
            Vector2D TopRight = new Vector2D(_playingArea.Right, _playingArea.Top);
            Vector2D BottomRight = new Vector2D(_playingArea.Right, _playingArea.Bottom);
            Vector2D BottomLeft = new Vector2D(_playingArea.Left, _playingArea.Bottom);

            _walls.Add(new Wall2D(BottomLeft, _redGoal.RightPost));
            _walls.Add(new Wall2D(_redGoal.LeftPost, TopLeft));
            _walls.Add(new Wall2D(TopLeft, TopRight));
            _walls.Add(new Wall2D(TopRight, _blueGoal.LeftPost));
            _walls.Add(new Wall2D(_blueGoal.RightPost, BottomRight));
            _walls.Add(new Wall2D(BottomRight, BottomLeft));

        }