import math import numpy as np from typing import Any, List from rlgym_compat import common_values from rlgym_compat import PlayerData, GameState, PhysicsObject class AdvancedObs: POS_STD = 2300 ANG_STD = math.pi def __init__(self): super().__init__() def reset(self, initial_state: GameState): pass def build_obs(self, player: PlayerData, state: GameState, previous_action: np.ndarray) -> Any: if player.team_num == common_values.ORANGE_TEAM: inverted = True ball = state.inverted_ball pads = state.inverted_boost_pads else: inverted = False ball = state.ball pads = state.boost_pads obs = [ball.position / self.POS_STD, ball.linear_velocity / self.POS_STD, ball.angular_velocity / self.ANG_STD, previous_action, pads] player_car = self._add_player_to_obs(obs, player, ball, inverted) allies = [] enemies = [] for other in state.players: if other.car_id == player.car_id: continue if other.team_num == player.team_num: team_obs = allies else: team_obs = enemies other_car = self._add_player_to_obs(team_obs, other, ball, inverted) # Extra info team_obs.extend([ (other_car.position - player_car.position) / self.POS_STD, (other_car.linear_velocity - player_car.linear_velocity) / self.POS_STD ]) obs.extend(allies) obs.extend(enemies) return np.concatenate(obs) def _add_player_to_obs(self, obs: List, player: PlayerData, ball: PhysicsObject, inverted: bool): if inverted: player_car = player.inverted_car_data else: player_car = player.car_data rel_pos = ball.position - player_car.position rel_vel = ball.linear_velocity - player_car.linear_velocity obs.extend([ rel_pos / self.POS_STD, rel_vel / self.POS_STD, player_car.position / self.POS_STD, player_car.forward(), player_car.up(), player_car.linear_velocity / self.POS_STD, player_car.angular_velocity / self.ANG_STD, [player.boost_amount, int(player.on_ground), int(player.has_flip), int(player.is_demoed)]]) return player_car