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/* This script allows to move the ball around the map. SetLocation function is not enough becouse it updates only the mesh position, note the rigid body state. That's why we need to update manually rigid body state. Here's another problem: if we move the ball near the previous position (100~200uu) than movement will not be precise. It seems that Karma applies an impulse to the ball. Only if we move the ball far away the position is correctly updated. I don't know the reason of this behavior, for now I'll hack movement code making a 2 step movement: 1) I'll move the ball far away both from current and destination position. 2) I'll move the ball to destination position. Commands to control the ball> SETBALL {Location x,y,z} Moves the ball in the position (meters) x, y, z. SETBALL {Kick <Y/B>} [{Speed speed}] Kicks the ball in the Yellow or Blue goal, with an optional Speed value. Default speed is 2, 1 is slow while 3 is fast. This ball doesn't work in client/server. by Marco Zaratti - marco.zaratti@gmail.com */ class SoccerBall extends KRobot config(USARBot); //Move variables var KRigidBodyState BallRB; var int BallMState; //0: normal, 1: ready to move, 2: in "space" var vector newPos, tempPos; //Kick variables var vector kickDirection; var config float kickForce; //Auto reposition variables var enum EBallState { BALL_IN, BALL_OUT } BallKState; var vector stopLocation; var float triggerTimer; var config float outRepositionTime; var config float inRepositionTime; var config float movementTolerance; var config int frontierX; var config int frontierY; var config vector targetPos; var config bool enableReposition; simulated function PostNetBeginPlay() { Super.PostNetBeginPlay(); BallKState = BALL_IN; stopLocation = location; } function ProcessCarInput() { Super.ProcessCarInput(); switch(USARRemoteBot(Controller).BC.cmd) { case 1: // Move ball MoveBall(USARRemoteBot(Controller).BC.Loc); USARRemoteBot(Controller).BC.cmd = 0; break; case 2: // Kick ball KickBall(USARRemoteBot(Controller).BC.Target, USARRemoteBot(Controller).BC.Speed); USARRemoteBot(Controller).BC.cmd = 0; break; } } simulated event bool KUpdateState(out KRigidBodyState newState) { switch(BallMState) { case 0: return super.KUpdateState(newState); case 1: newState = BallRB; BallRB.Position = KRBVecFromVector(newPos); BallRB.AngVel = KRBVecFromVector(vect(0,0,0)); BallRB.LinVel = KRBVecFromVector(vect(0,0,0)); BallMState++; break; case 2: newState = BallRB; BallMState = 0; break; } return true; } simulated function MoveBall(vector pos) { newPos = pos; KGetRigidBodyState(BallRB); BallRB.Position = KRBVecFromVector(tempPos); BallRB.AngVel = KRBVecFromVector(vect(0,0,0)); BallRB.LinVel = KRBVecFromVector(vect(0,0,0)); BallMState++; } simulated function KickBall(String direction, float force) { local vector dest; if(direction ~= "Y") dest.X = -670; else if(direction ~= "B") dest.X = 670; //other else if.... else return; //force and kickForce are exponents if(force ~=0) force = kickForce; force = 150 * exp(force/1.44); //force ~= 150* 2^force dest.Y = RandRange(-100,100); kickDirection = Normal(dest - location) * force; KGetRigidBodyState(BallRB); BallRB.LinVel = KRBVecFromVector(kickDirection); BallMState = 2; } // Checks how far the ball has moved since last stopLocation. // Every time the ball moves farther then repositionTolerance // the stopLocation is updated and a new timing cycle is // initiated. simulated function bool IsStationary() { if(VSize(location - stopLocation) < movementTolerance) return true; stopLocation = location; triggerTimer = 0; return false; } // Updates the ball state and reset counters if the ball // changed state. simulated function CheckBallState() { local bool inTheField; if(location.X < frontierX && location.X > -frontierX && location.Y < frontierY && location.Y > -frontierY) inTheField = true; switch(BallKState) { case BALL_IN: //The ball has moved from IN to OUT if(!inTheField) { triggerTimer =0; stopLocation = location; BallKState = BALL_OUT; } break; case BALL_OUT: //The ball has moved from OUT to IN if(inTheField) { triggerTimer =0; stopLocation = location; BallKState = BALL_IN; } break; } } simulated function Tick(float Delta) { super.Tick(Delta); if(!enableReposition || BallMState > 0) return; // Updates the ball state and reset counters if the ball // changed state. CheckBallState(); switch(BallKState) { case BALL_IN: if(IsStationary()) { triggerTimer += Delta; if(triggerTimer >= inRepositionTime) { triggerTimer = 0; // Do not move the ball if it's near the target position if(VSize(location - targetPos) > movementTolerance) MoveBall(targetPos); } } break; case BALL_OUT: triggerTimer += Delta; if(triggerTimer >= outRepositionTime) MoveBall(targetPos); break; } } defaultproperties { bNoDelete=false DrawScale=1.0 kickForce=2 tempPos=(X=0,Y=0,Z=900) //Temporary position for ball movement enableReposition=false outRepositionTime=1 //Repositioning time when the ball is out of the field inRepositionTime=10 //Repositioning time when the ball is in the field movementTolerance=5 //Moevement tolerance of the ball in uu. frontierX=700 //frontierX & Y defines the filed extension. frontierY=500 //(-frontierX/Y <-> frontierX/Y) targetPos=(X=0,Y=0,Z=10)//Taget position when reposisitoning. StaticMesh=StaticMesh'USARSim_Objects_Meshes.AiboSoccer.Ball_8cm' Begin Object Class=KarmaParams Name=KBall KStartEnabled=True bKDoubleTickRate=True bHighDetailOnly=False bClientOnly=False KMass=0.04 KActorGravScale=1 KLinearDamping=0.15 KAngularDamping=0.1 KMaxAngularSpeed=100 KMaxSpeed=25000 KFriction=0.05 KRestitution=0.9 Name="KBall" End Object KParams=KarmaParams'USARBot.SoccerBall.KBall' } |
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