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subtr_actor/stats/calculators/
touch_state.rs

1use super::*;
2
3#[derive(Debug, Clone, Default)]
4pub struct TouchState {
5    pub touch_events: Vec<TouchEvent>,
6    pub last_touch: Option<TouchEvent>,
7    pub last_touch_player: Option<PlayerId>,
8    pub last_touch_team_is_team_0: Option<bool>,
9}
10
11#[derive(Default)]
12pub struct TouchStateCalculator {
13    previous_ball_linear_velocity: Option<glam::Vec3>,
14    previous_ball_angular_velocity: Option<glam::Vec3>,
15    current_last_touch: Option<TouchEvent>,
16    recent_touch_candidates: HashMap<PlayerId, TouchEvent>,
17}
18
19impl TouchStateCalculator {
20    pub fn new() -> Self {
21        Self::default()
22    }
23
24    fn prune_recent_touch_candidates(&mut self, current_frame: usize) {
25        const TOUCH_CANDIDATE_WINDOW_FRAMES: usize = 4;
26
27        self.recent_touch_candidates.retain(|_, candidate| {
28            current_frame.saturating_sub(candidate.frame) <= TOUCH_CANDIDATE_WINDOW_FRAMES
29        });
30    }
31
32    fn current_ball_angular_velocity(ball: &BallFrameState) -> Option<glam::Vec3> {
33        ball.sample()
34            .map(|ball| {
35                ball.rigid_body
36                    .angular_velocity
37                    .unwrap_or(boxcars::Vector3f {
38                        x: 0.0,
39                        y: 0.0,
40                        z: 0.0,
41                    })
42            })
43            .map(|velocity| vec_to_glam(&velocity))
44    }
45
46    fn current_ball_linear_velocity(ball: &BallFrameState) -> Option<glam::Vec3> {
47        ball.velocity()
48    }
49
50    fn is_touch_candidate(&self, frame: &FrameInfo, ball: &BallFrameState) -> bool {
51        const BALL_GRAVITY_Z: f32 = -650.0;
52        const TOUCH_LINEAR_IMPULSE_THRESHOLD: f32 = 120.0;
53        const TOUCH_ANGULAR_VELOCITY_DELTA_THRESHOLD: f32 = 0.5;
54
55        let Some(current_linear_velocity) = Self::current_ball_linear_velocity(ball) else {
56            return false;
57        };
58        let Some(previous_linear_velocity) = self.previous_ball_linear_velocity else {
59            return false;
60        };
61        let Some(current_angular_velocity) = Self::current_ball_angular_velocity(ball) else {
62            return false;
63        };
64        let Some(previous_angular_velocity) = self.previous_ball_angular_velocity else {
65            return false;
66        };
67
68        let expected_linear_delta = glam::Vec3::new(0.0, 0.0, BALL_GRAVITY_Z * frame.dt.max(0.0));
69        let residual_linear_impulse =
70            current_linear_velocity - previous_linear_velocity - expected_linear_delta;
71        let angular_velocity_delta = current_angular_velocity - previous_angular_velocity;
72
73        residual_linear_impulse.length() > TOUCH_LINEAR_IMPULSE_THRESHOLD
74            || angular_velocity_delta.length() > TOUCH_ANGULAR_VELOCITY_DELTA_THRESHOLD
75    }
76
77    fn proximity_touch_candidates(
78        &self,
79        frame: &FrameInfo,
80        ball: &BallFrameState,
81        players: &PlayerFrameState,
82        max_collision_distance: f32,
83    ) -> Vec<TouchEvent> {
84        const OCTANE_HITBOX_LENGTH: f32 = 118.01;
85        const OCTANE_HITBOX_WIDTH: f32 = 84.2;
86        const OCTANE_HITBOX_HEIGHT: f32 = 36.16;
87        const OCTANE_HITBOX_OFFSET: f32 = 13.88;
88        const OCTANE_HITBOX_ELEVATION: f32 = 17.05;
89
90        let Some(ball) = ball.sample() else {
91            return Vec::new();
92        };
93        let ball_position = vec_to_glam(&ball.rigid_body.location);
94
95        let mut candidates = players
96            .players
97            .iter()
98            .filter_map(|player| {
99                let rigid_body = player.rigid_body.as_ref()?;
100                let player_position = vec_to_glam(&rigid_body.location);
101                let local_ball_position = quat_to_glam(&rigid_body.rotation).inverse()
102                    * (ball_position - player_position);
103
104                let x_distance = if local_ball_position.x
105                    < -OCTANE_HITBOX_LENGTH / 2.0 + OCTANE_HITBOX_OFFSET
106                {
107                    (-OCTANE_HITBOX_LENGTH / 2.0 + OCTANE_HITBOX_OFFSET) - local_ball_position.x
108                } else if local_ball_position.x > OCTANE_HITBOX_LENGTH / 2.0 + OCTANE_HITBOX_OFFSET
109                {
110                    local_ball_position.x - (OCTANE_HITBOX_LENGTH / 2.0 + OCTANE_HITBOX_OFFSET)
111                } else {
112                    0.0
113                };
114                let y_distance = if local_ball_position.y < -OCTANE_HITBOX_WIDTH / 2.0 {
115                    (-OCTANE_HITBOX_WIDTH / 2.0) - local_ball_position.y
116                } else if local_ball_position.y > OCTANE_HITBOX_WIDTH / 2.0 {
117                    local_ball_position.y - OCTANE_HITBOX_WIDTH / 2.0
118                } else {
119                    0.0
120                };
121                let z_distance = if local_ball_position.z
122                    < -OCTANE_HITBOX_HEIGHT / 2.0 + OCTANE_HITBOX_ELEVATION
123                {
124                    (-OCTANE_HITBOX_HEIGHT / 2.0 + OCTANE_HITBOX_ELEVATION) - local_ball_position.z
125                } else if local_ball_position.z
126                    > OCTANE_HITBOX_HEIGHT / 2.0 + OCTANE_HITBOX_ELEVATION
127                {
128                    local_ball_position.z - (OCTANE_HITBOX_HEIGHT / 2.0 + OCTANE_HITBOX_ELEVATION)
129                } else {
130                    0.0
131                };
132
133                let collision_distance =
134                    glam::Vec3::new(x_distance, y_distance, z_distance).length();
135                if collision_distance > max_collision_distance {
136                    return None;
137                }
138
139                Some(TouchEvent {
140                    time: frame.time,
141                    frame: frame.frame_number,
142                    team_is_team_0: player.is_team_0,
143                    player: Some(player.player_id.clone()),
144                    closest_approach_distance: Some(collision_distance),
145                })
146            })
147            .collect::<Vec<_>>();
148
149        candidates.sort_by(|left, right| {
150            let left_distance = left.closest_approach_distance.unwrap_or(f32::INFINITY);
151            let right_distance = right.closest_approach_distance.unwrap_or(f32::INFINITY);
152            left_distance.total_cmp(&right_distance)
153        });
154        candidates
155    }
156
157    fn candidate_touch_event(
158        &self,
159        frame: &FrameInfo,
160        ball: &BallFrameState,
161        players: &PlayerFrameState,
162    ) -> Option<TouchEvent> {
163        const TOUCH_COLLISION_DISTANCE_THRESHOLD: f32 = 300.0;
164
165        self.proximity_touch_candidates(frame, ball, players, TOUCH_COLLISION_DISTANCE_THRESHOLD)
166            .into_iter()
167            .next()
168    }
169
170    fn update_recent_touch_candidates(
171        &mut self,
172        frame: &FrameInfo,
173        ball: &BallFrameState,
174        players: &PlayerFrameState,
175    ) {
176        const PROXIMITY_CANDIDATE_DISTANCE_THRESHOLD: f32 = 220.0;
177
178        for candidate in self.proximity_touch_candidates(
179            frame,
180            ball,
181            players,
182            PROXIMITY_CANDIDATE_DISTANCE_THRESHOLD,
183        ) {
184            let Some(player_id) = candidate.player.clone() else {
185                continue;
186            };
187
188            self.recent_touch_candidates.insert(player_id, candidate);
189        }
190    }
191
192    fn candidate_for_player(&self, player_id: &PlayerId) -> Option<TouchEvent> {
193        self.recent_touch_candidates.get(player_id).cloned()
194    }
195
196    fn contested_touch_candidates(&self, primary: &TouchEvent) -> Vec<TouchEvent> {
197        const CONTESTED_TOUCH_DISTANCE_MARGIN: f32 = 80.0;
198
199        let primary_distance = primary.closest_approach_distance.unwrap_or(f32::INFINITY);
200
201        let best_opposing_candidate = self
202            .recent_touch_candidates
203            .values()
204            .filter(|candidate| candidate.team_is_team_0 != primary.team_is_team_0)
205            .filter(|candidate| {
206                candidate.closest_approach_distance.unwrap_or(f32::INFINITY)
207                    <= primary_distance + CONTESTED_TOUCH_DISTANCE_MARGIN
208            })
209            .min_by(|left, right| {
210                let left_distance = left.closest_approach_distance.unwrap_or(f32::INFINITY);
211                let right_distance = right.closest_approach_distance.unwrap_or(f32::INFINITY);
212                left_distance.total_cmp(&right_distance)
213            })
214            .cloned();
215
216        best_opposing_candidate.into_iter().collect()
217    }
218
219    fn confirmed_touch_events(
220        &self,
221        frame: &FrameInfo,
222        ball: &BallFrameState,
223        players: &PlayerFrameState,
224        events: &FrameEventsState,
225    ) -> Vec<TouchEvent> {
226        let mut touch_events = Vec::new();
227        let mut confirmed_players = HashSet::new();
228
229        if self.is_touch_candidate(frame, ball) {
230            if let Some(candidate) = self.candidate_touch_event(frame, ball, players) {
231                for contested_candidate in self.contested_touch_candidates(&candidate) {
232                    if let Some(player_id) = contested_candidate.player.clone() {
233                        confirmed_players.insert(player_id);
234                    }
235                    touch_events.push(contested_candidate);
236                }
237                if let Some(player_id) = candidate.player.clone() {
238                    confirmed_players.insert(player_id);
239                }
240                touch_events.push(candidate);
241            }
242        }
243
244        for dodge_refresh in &events.dodge_refreshed_events {
245            if !confirmed_players.insert(dodge_refresh.player.clone()) {
246                continue;
247            }
248            let Some(candidate) = self.candidate_for_player(&dodge_refresh.player) else {
249                continue;
250            };
251            touch_events.push(candidate);
252        }
253
254        touch_events
255    }
256
257    pub fn update(
258        &mut self,
259        frame: &FrameInfo,
260        ball: &BallFrameState,
261        players: &PlayerFrameState,
262        events: &FrameEventsState,
263        live_play_state: &LivePlayState,
264    ) -> TouchState {
265        let touch_events = if live_play_state.is_live_play {
266            self.prune_recent_touch_candidates(frame.frame_number);
267            self.update_recent_touch_candidates(frame, ball, players);
268            self.confirmed_touch_events(frame, ball, players, events)
269        } else {
270            self.current_last_touch = None;
271            self.recent_touch_candidates.clear();
272            Vec::new()
273        };
274
275        if let Some(last_touch) = touch_events.last() {
276            self.current_last_touch = Some(last_touch.clone());
277        }
278        self.previous_ball_linear_velocity = Self::current_ball_linear_velocity(ball);
279        self.previous_ball_angular_velocity = Self::current_ball_angular_velocity(ball);
280
281        TouchState {
282            touch_events,
283            last_touch: self.current_last_touch.clone(),
284            last_touch_player: self
285                .current_last_touch
286                .as_ref()
287                .and_then(|touch| touch.player.clone()),
288            last_touch_team_is_team_0: self
289                .current_last_touch
290                .as_ref()
291                .map(|touch| touch.team_is_team_0),
292        }
293    }
294}
295
296#[cfg(test)]
297#[path = "touch_state_tests.rs"]
298mod tests;