private static ObjectAction GetMoveAction( GuidGenerator guidGenerator) { string variableName = guidGenerator.NextGuid(); ObjectAction initializeVariable = ObjectAction.SetNumericVariable( variableName: variableName, variableValue: MathExpression.Constant(0)); ObjectAction incrementVariable = ObjectAction.SetNumericVariable( variableName: variableName, variableValue: MathExpression.Add(MathExpression.Variable(variableName), MathExpression.ElapsedMillisecondsPerIteration())); ObjectAction initializeAndIncrementVariable = ObjectAction.ConditionalNextAction( currentAction: initializeVariable, condition: BooleanExpression.True(), nextAction: incrementVariable); ObjectAction teleportToInitialLocation = ObjectAction.SetPosition( xMillis: MathExpression.Add(50 * 1000, MathExpression.RandomInteger(900 * 1000)), yMillis: MathExpression.Constant(800 * 1000)); ObjectAction faceTowardsPlayer = ObjectAction.Move( moveToXMillis: MathExpression.PlayerXMillis(), moveToYMillis: MathExpression.Min(MathExpression.PlayerYMillis(), 300 * 1000)); ObjectAction setInitialSpeed = ObjectActionGenerator.DoOnce( ObjectAction.SetSpeed( speedInMillipixelsPerMillisecond: MathExpression.Constant(60))); ObjectAction slowDownSpeed1 = ObjectAction.Condition( condition: BooleanExpression.GreaterThanOrEqualTo( MathExpression.Variable(variableName), 1 * 1000), action: ObjectActionGenerator.DoOnce( ObjectAction.SetSpeed( speedInMillipixelsPerMillisecond: MathExpression.Constant(40)))); ObjectAction slowDownSpeed2 = ObjectAction.Condition( condition: BooleanExpression.GreaterThanOrEqualTo( MathExpression.Variable(variableName), 2 * 1000), action: ObjectActionGenerator.DoOnce( ObjectAction.SetSpeed( speedInMillipixelsPerMillisecond: MathExpression.Constant(20)))); ObjectAction stopMovement = ObjectAction.Condition( condition: BooleanExpression.GreaterThanOrEqualTo( MathExpression.Variable(variableName), 3 * 1000), action: ObjectActionGenerator.DoOnce( ObjectAction.SetSpeed( speedInMillipixelsPerMillisecond: MathExpression.Constant(0)))); BooleanExpression ShouldLeave1 = BooleanExpression.GreaterThanOrEqualTo( MathExpression.Variable(variableName), 10 * 1000); ObjectAction leave1 = ObjectAction.SetPosition( xMillis: MathExpression.XMillis(), yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.Constant(25)))); ObjectAction leave1ConditionalAction = ObjectAction.Condition( condition: ShouldLeave1, action: leave1); BooleanExpression shouldLeave2 = BooleanExpression.GreaterThanOrEqualTo( MathExpression.Variable(variableName), 11 * 1000); ObjectAction leave2 = ObjectAction.SetPosition( xMillis: MathExpression.XMillis(), yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.Constant(50)))); ObjectAction leave2ConditionalAction = ObjectAction.ConditionalNextAction( currentAction: leave1ConditionalAction, condition: shouldLeave2, nextAction: leave2); ObjectAction shouldDestroy = ObjectAction.Condition( condition: BooleanExpression.And(shouldLeave2, BooleanExpression.GreaterThanOrEqualTo(MathExpression.YMillis(), 800 * 1000)), action: ObjectAction.Destroy()); return(ObjectAction.ConditionalNextAction( currentAction: teleportToInitialLocation, condition: BooleanExpression.True(), nextAction: ObjectAction.Union(faceTowardsPlayer, initializeAndIncrementVariable, setInitialSpeed, slowDownSpeed1, slowDownSpeed2, stopMovement, leave2ConditionalAction, shouldDestroy))); }
private static Tuple <ObjectAction, BooleanExpression> MoveToSpecifiedLocations_Helper( long startingXMillis, long startingYMillis, long endingXMillis, long endingYMillis, long speedInPixelsPerSecond, bool shouldStrafe, GuidGenerator guidGenerator) { string variableName = guidGenerator.NextGuid(); string variableName2 = guidGenerator.NextGuid(); long?direction = DTDanmakuMath.GetMovementDirectionInMillidegrees( currentX: startingXMillis, currentY: startingYMillis, desiredX: endingXMillis, desiredY: endingYMillis); if (direction == null) { throw new Exception(); } DTDanmakuMath.Offset offset = DTDanmakuMath.GetOffset( speedInMillipixelsPerMillisecond: speedInPixelsPerSecond, // millipixels/millisecond is equivalent to pixels/second movementDirectionInMillidegrees: direction.Value, elapsedMillisecondsPerIteration: 1000); // Use the 1000 to help prevent rounding issues ObjectAction moveAction = ObjectAction.SetPosition( xMillis: MathExpression.Add(MathExpression.XMillis(), MathExpression.Divide(MathExpression.Multiply(MathExpression.Constant(offset.DeltaXInMillipixels), MathExpression.ElapsedMillisecondsPerIteration()), MathExpression.Constant(1000))), yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Divide(MathExpression.Multiply(MathExpression.Constant(offset.DeltaYInMillipixels), MathExpression.ElapsedMillisecondsPerIteration()), MathExpression.Constant(1000)))); ObjectAction setDirectionAction = shouldStrafe ? ObjectAction.SetFacingDirection(facingDirectionInMillidegrees: MathExpression.Constant(180 * 1000)) : ObjectAction.SetFacingDirection(facingDirectionInMillidegrees: MathExpression.Constant(direction.Value)); IMathExpression deltaX = MathExpression.AbsoluteValue(MathExpression.Subtract(MathExpression.XMillis(), MathExpression.Constant(endingXMillis))); IMathExpression deltaY = MathExpression.AbsoluteValue(MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Constant(endingYMillis))); IMathExpression totalDelta = MathExpression.Add(deltaX, deltaY); ObjectAction setDeltaToVariable = ObjectAction.Union( ObjectAction.SetNumericVariable(variableName: variableName2, variableValue: MathExpression.Variable(variableName)), ObjectAction.SetNumericVariable(variableName: variableName, variableValue: totalDelta)); BooleanExpression reachedDestination = BooleanExpression.And( BooleanExpression.LessThanOrEqualTo( MathExpression.Variable(variableName2), MathExpression.Variable(variableName)), BooleanExpression.And( BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(0)), BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName2), MathExpression.Constant(0)) )); ObjectAction initializeVariables = ObjectAction.Union( ObjectAction.SetNumericVariable(variableName: variableName, variableValue: MathExpression.Constant(-1)), ObjectAction.SetNumericVariable(variableName: variableName2, variableValue: MathExpression.Constant(-1))); return(new Tuple <ObjectAction, BooleanExpression>( ObjectAction.Union( moveAction, setDirectionAction, ObjectAction.ConditionalNextAction( currentAction: initializeVariables, condition: BooleanExpression.True(), nextAction: setDeltaToVariable)), reachedDestination)); }
/* * If (currentX, currentY) == (desiredX, desiredY), then * the resulting movement direction is arbitrary. */ public static ObjectAction MoveTowardsLocation( IMathExpression currentX, IMathExpression currentY, IMathExpression desiredX, IMathExpression desiredY, /* * Note that movement speed is not affected by shouldSnapshot */ IMathExpression movementSpeedInPixelsPerSecond, /* * When true, will decide movement direction on the first frame, and keep that direction. * When false, will continuously move towards (desiredX, desiredY) */ bool shouldSnapshot, GuidGenerator guidGenerator) { string deltaXVariable = guidGenerator.NextGuid(); string deltaYVariable = guidGenerator.NextGuid(); ObjectAction setDeltaX = ObjectAction.SetNumericVariable(deltaXVariable, MathExpression.Subtract(desiredX, currentX)); ObjectAction setDeltaY = ObjectAction.SetNumericVariable(deltaYVariable, MathExpression.Subtract(desiredY, currentY)); BooleanExpression areDeltasBothZero = BooleanExpression.And( BooleanExpression.Equal(MathExpression.Variable(deltaXVariable), MathExpression.Constant(0)), BooleanExpression.Equal(MathExpression.Variable(deltaYVariable), MathExpression.Constant(0))); string angleInMillidegreesVariable = guidGenerator.NextGuid(); ObjectAction setAngle = ObjectAction.Union( shouldSnapshot ? ObjectActionGenerator.DoOnce(setDeltaX) : setDeltaX, shouldSnapshot ? ObjectActionGenerator.DoOnce(setDeltaY) : setDeltaY, ObjectAction.Condition( condition: areDeltasBothZero, action: ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.Constant(0))), ObjectAction.Condition( condition: BooleanExpression.Not(areDeltasBothZero), action: ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.ArcTangentScaled(MathExpression.Variable(deltaXVariable), MathExpression.Variable(deltaYVariable), false))), ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.Multiply(MathExpression.Variable(angleInMillidegreesVariable), MathExpression.Constant(-1))), ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.Add(MathExpression.Variable(angleInMillidegreesVariable), 90 * 1000))); IMathExpression xMillis = MathExpression.Divide( MathExpression.Multiply( movementSpeedInPixelsPerSecond, MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.SineScaled(MathExpression.Variable(angleInMillidegreesVariable))), MathExpression.Constant(1000)); IMathExpression yMillis = MathExpression.Divide( MathExpression.Multiply( movementSpeedInPixelsPerSecond, MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.CosineScaled(MathExpression.Variable(angleInMillidegreesVariable))), MathExpression.Constant(1000)); string xMillisVariable = guidGenerator.NextGuid(); string yMillisVariable = guidGenerator.NextGuid(); ObjectAction setXMillisVariable = shouldSnapshot ? ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(xMillisVariable, xMillis)) : ObjectAction.SetNumericVariable(xMillisVariable, xMillis); ObjectAction setYMillisVariable = shouldSnapshot ? ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(yMillisVariable, yMillis)) : ObjectAction.SetNumericVariable(yMillisVariable, yMillis); return(ObjectAction.Union( setAngle, setXMillisVariable, setYMillisVariable, ObjectAction.SetPosition( xMillis: MathExpression.Add(MathExpression.XMillis(), MathExpression.Variable(xMillisVariable)), yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Variable(yMillisVariable))))); }
private static ObjectAction GetMoveAction( GuidGenerator guidGenerator) { string movementCooldownVariable = guidGenerator.NextGuid(); ObjectAction setMovementCooldownAction = ObjectAction.SetNumericVariable( movementCooldownVariable, MathExpression.Add(MathExpression.Constant(500), MathExpression.RandomInteger(5000))); ObjectAction decrementMovementCooldownAction = ObjectAction.SetNumericVariable( movementCooldownVariable, MathExpression.Subtract(MathExpression.Variable(movementCooldownVariable), MathExpression.ElapsedMillisecondsPerIteration())); BooleanExpression shouldChangeMovement = BooleanExpression.LessThanOrEqualTo( MathExpression.Variable(movementCooldownVariable), MathExpression.Constant(0)); IMathExpression randomMilliAngle = MathExpression.RandomInteger(MathExpression.Constant(360 * 1000)); string angleVariable = guidGenerator.NextGuid(); ObjectAction writeNewAngleToVariable = ObjectAction.SetNumericVariable( angleVariable, randomMilliAngle); ObjectAction normalizeAngleVariable = ObjectAction.Union( ObjectAction.Condition( condition: BooleanExpression.LessThan(MathExpression.Variable(angleVariable), MathExpression.Constant(0)), action: ObjectAction.SetNumericVariable(angleVariable, MathExpression.Add(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)))), ObjectAction.Condition( condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)), action: ObjectAction.SetNumericVariable(angleVariable, MathExpression.Subtract(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000))))); BooleanExpression tooCloseToLeftEdge = BooleanExpression.LessThanOrEqualTo( MathExpression.XMillis(), MathExpression.Constant(200 * 1000)); ObjectAction updateAngleVariableLeft = ObjectAction.Condition( condition: BooleanExpression.And(tooCloseToLeftEdge, BooleanExpression.And( BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(180 * 1000)), BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)))), action: ObjectAction.SetNumericVariable( angleVariable, MathExpression.Multiply(MathExpression.Variable(angleVariable), MathExpression.Constant(-1)))); BooleanExpression tooCloseToRightEdge = BooleanExpression.GreaterThanOrEqualTo( MathExpression.XMillis(), MathExpression.Constant(800 * 1000)); ObjectAction updateAngleVariableRight = ObjectAction.Condition( condition: BooleanExpression.And(tooCloseToRightEdge, BooleanExpression.And( BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(0 * 1000)), BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(180 * 1000)))), action: ObjectAction.SetNumericVariable( angleVariable, MathExpression.Multiply(MathExpression.Variable(angleVariable), MathExpression.Constant(-1)))); BooleanExpression tooCloseToTopEdge = BooleanExpression.GreaterThanOrEqualTo( MathExpression.YMillis(), MathExpression.Constant(600 * 1000)); ObjectAction updateAngleVariableTop = ObjectAction.Condition( condition: BooleanExpression.And(tooCloseToTopEdge, BooleanExpression.Or( BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(270 * 1000)), BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(90 * 1000)))), action: ObjectAction.SetNumericVariable( angleVariable, MathExpression.Subtract( MathExpression.Multiply(MathExpression.Add(MathExpression.Variable(angleVariable), MathExpression.Constant(90 * 1000)), MathExpression.Constant(-1)), MathExpression.Constant(90 * 1000)))); BooleanExpression tooCloseToBottomEdge = BooleanExpression.LessThanOrEqualTo( MathExpression.YMillis(), MathExpression.Constant(400 * 1000)); ObjectAction updateAngleVariableBottom = ObjectAction.Condition( condition: BooleanExpression.And(tooCloseToBottomEdge, BooleanExpression.And( BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(90 * 1000)), BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(270 * 1000)))), action: ObjectAction.SetNumericVariable( angleVariable, MathExpression.Subtract( MathExpression.Multiply(MathExpression.Add(MathExpression.Variable(angleVariable), MathExpression.Constant(90 * 1000)), MathExpression.Constant(-1)), MathExpression.Constant(90 * 1000)))); string angleSnapshotVariable = guidGenerator.NextGuid(); ObjectAction initializeAngleSnapshotVariable = ObjectActionGenerator.DoOnce( ObjectAction.SetNumericVariable(angleSnapshotVariable, MathExpression.RandomInteger(360 * 1000))); DTDanmakuMath.MathExpressionOffset offset = DTDanmakuMath.GetOffset( millipixels: MathExpression.Multiply(MathExpression.Constant(80), MathExpression.ElapsedMillisecondsPerIteration()), movementDirectionInMillidegrees: MathExpression.Variable(angleSnapshotVariable)); ObjectAction updatePositionAction = ObjectAction.SetPosition( xMillis: MathExpression.Add(MathExpression.XMillis(), offset.DeltaXInMillipixels), yMillis: MathExpression.Add(MathExpression.YMillis(), offset.DeltaYInMillipixels)); ObjectAction updatePositionWhenCooldownIsZero = ObjectAction.Condition( condition: shouldChangeMovement, action: ObjectAction.Union( ObjectAction.SetNumericVariable(angleSnapshotVariable, MathExpression.Variable(angleVariable)), setMovementCooldownAction)); ObjectAction immediateMoveWhenTooClose = ObjectAction.Condition( condition: BooleanExpression.Or(tooCloseToLeftEdge, tooCloseToRightEdge, tooCloseToTopEdge, tooCloseToBottomEdge), action: ObjectAction.SetNumericVariable(movementCooldownVariable, MathExpression.Constant(0))); List <ObjectAction> actionList = new List <ObjectAction>(); actionList.Add(initializeAngleSnapshotVariable); actionList.Add(ObjectActionGenerator.DoOnce(setMovementCooldownAction)); actionList.Add(decrementMovementCooldownAction); actionList.Add(writeNewAngleToVariable); actionList.Add(updateAngleVariableLeft); actionList.Add(normalizeAngleVariable); actionList.Add(updateAngleVariableRight); actionList.Add(normalizeAngleVariable); actionList.Add(updateAngleVariableTop); actionList.Add(normalizeAngleVariable); actionList.Add(normalizeAngleVariable); actionList.Add(updateAngleVariableBottom); actionList.Add(normalizeAngleVariable); actionList.Add(normalizeAngleVariable); actionList.Add(updatePositionWhenCooldownIsZero); actionList.Add(updatePositionAction); actionList.Add(immediateMoveWhenTooClose); return(ObjectAction.Union(actionList)); }