public void StartTracks(Coaster coaster)
        {
            List <BuildAction> buildActions = new List <BuildAction>();

            //Stright
            for (int i = 0; i < (22); i++)
            {
                buildActions.Add(new BuildAction(TrackType.Stright));
            }

            //Left
            for (int i = 0; i < (4 * 3); i++)
            {
                buildActions.Add(new BuildAction(TrackType.Left));
            }

            //Stright  5
            for (int i = 0; i < (11); i++)
            {
                buildActions.Add(new BuildAction(TrackType.Stright));
            }

            BuildTracks(buildActions, coaster);
            coaster.NewChunks[coaster.NewChunkCount] = (coaster.NewTrackCount);
            coaster.NewChunkCount++;
            coaster.Merge(true);
            coaster.TracksStarted = true;
        }
Beispiel #2
0
        public static bool CollisonNewTracks(Coaster coaster, float x, float y, float z)
        {
            int count = 0;

            foundIndex = 0;
            float j = 0;
            float q = 0;
            float g = 0;

            for (int i = 0; i < coaster.NewTrackCount; i++)
            {
                count++;
                if (count > coaster.NewTrackCount - 3)
                {
                    return(true);
                }

                j = x - coaster.NewTracks[i].X;
                q = y - coaster.NewTracks[i].Y;
                g = z - coaster.NewTracks[i].Z;
                if (Math.Sqrt((j * j) + (q * q) + (g * g)) <= Globals.TRACK_LENGTH_2X)
                {
                    return(false);
                }
            }
            return(true);
        }
        public static TaskResults Run(Coaster coaster)
        {
            TaskResults taskResults = TaskResults.Successful;

            taskResults = BuildToYaw.Run(
                coaster,
                new List <float>()
            {
                MathHelper.KeepBetween360Degrees(coaster.Tracks[Rules.lastCollsionIndex].Yaw),
                MathHelper.KeepBetween360Degrees(coaster.Tracks[Rules.lastCollsionIndex].Yaw + 180),
                MathHelper.KeepBetween360Degrees(Builder.lastRuleIssueTrack.Yaw + 180)
            });
            return(taskResults);
            //if(taskResults == TaskResults.Successful)
            //{
            //    return taskResults;
            //}
            ////Go To XYZ
            //float x = coaster.LastTrack.X;
            //float y = coaster.LastTrack.Y;
            //float z = coaster.LastTrack.Z;

            ////Determine
            //x = x + (float)(Math.Cos(MathHelper.ToRadians(coaster.LastTrack.Yaw)) * Math.Cos(MathHelper.ToRadians(coaster.LastTrack.Pitch)) * Globals.TRACK_LENGTH * 10);
            //y = y + (float)(Math.Sin(MathHelper.ToRadians(coaster.LastTrack.Yaw)) * Math.Cos(MathHelper.ToRadians(coaster.LastTrack.Pitch)) * Globals.TRACK_LENGTH * 10);
            //z = z + (float)(Math.Sin(MathHelper.ToRadians(coaster.LastTrack.Pitch)) * Globals.TRACK_LENGTH * 10);
            ////Check if there in bonunds and that there is no track at that location

            ////Try To Build To them

            ////If Fail return fail.
        }
Beispiel #4
0
        public void Reset()
        {
            coaster = new Coaster();
            builder.StartTracks(coaster);

            Stopwatch sw = new Stopwatch();

            sw.Start();
        }
Beispiel #5
0
        public static TaskResults Run(Coaster coaster)
        {
            List <float> angles = new List <float>()
            {
                90, 270, MathHelper.KeepBetween360Degrees(Builder.lastRuleIssueTrack.Yaw + 180)
            };

            return(BuildToYaw.Run(coaster, angles));
        }
Beispiel #6
0
        public TaskResults Run(Coaster coaster)
        {
            List <BuildAction> buildActions = new List <BuildAction>();

            buildActions.Add(new BuildAction(TrackType.Left));
            buildActions.Add(new BuildAction(TrackType.Left));
            buildActions.Add(new BuildAction(TrackType.Left));

            return(Builder.BuildTracks(buildActions, coaster));
        }
        public TaskResults Run(Coaster coaster)
        {
            List <Command>     commands     = new List <Command>();
            List <BuildAction> buildActions = new List <BuildAction>();

            buildActions.Add(new BuildAction(TrackType.Down));
            buildActions.Add(new BuildAction(TrackType.Down));
            buildActions.Add(new BuildAction(TrackType.Down));

            return(Builder.BuildTracks(buildActions, coaster));
        }
Beispiel #8
0
        public TaskResults Run(Coaster coaster)
        {
            TaskResults results = RCLibrary.Support.BuildToXY.Run(
                coaster,
                Globals.FINSH_AREA_X,
                Globals.FINSH_AREA_Y,
                Globals.FINSH_AREA_X_RANGE,
                Globals.FINSH_AREA_Y_RANGE);

            return(results);
        }
        public TaskResults Run(Coaster coaster)
        {
            List <Command>     commands     = new List <Command>();
            List <BuildAction> buildActions = new List <BuildAction>();

            for (int i = 0; i < 3; i++)
            {
                buildActions.Add(new BuildAction(TrackType.Stright));
            }

            return(Builder.BuildTracks(buildActions, coaster));
        }
Beispiel #10
0
        public TaskResults Run(Coaster coaster)
        {
            List <BuildAction> buildActions = new List <BuildAction>();

            for (int i = 0; i < 24; i++)
            {
                buildActions.Add(new BuildAction(TrackType.Custom, .5f, Globals.STANDARD_ANGLE_CHANGE));
            }
            for (int i = 0; i < 24; i++)
            {
                buildActions.Add(new BuildAction(TrackType.Custom, -.5f, Globals.STANDARD_ANGLE_CHANGE));
            }

            return(Builder.BuildTracks(buildActions, coaster));
        }
        public bool ProcessBuildAction(Coaster coaster, BuilderTask task)
        {
            if (coaster.TracksStarted == false || (lastBuildActionFail && task.GetType() == lastBuildTask.GetType()))
            {
                return(false);
            }

            TaskResults results = task.Run(coaster);

            initialTaskResults = results;
            initialTaskResults = results;
            lastBuildTask      = task;

            return(ProcessAfterBuildAttempt(coaster, results));
        }
Beispiel #12
0
        public TaskResults Run(Coaster coaster)
        {
            if (coaster.ChunkCount == 1)
            {
                return(TaskResults.RemoveStartingTracks);
            }

            List <BuildAction> buildActions = new List <BuildAction>();

            for (int i = 0; i < coaster.Chunks[coaster.ChunkCount - 1]; i++)
            {
                buildActions.Add(new BuildAction(true));
            }
            return(Builder.BuildTracks(buildActions, coaster, true));
        }
Beispiel #13
0
        public static bool CollisonX(Coaster coaster, float xA, float yA, float zA)
        {
            //IQNORE 3 + All "Back Tracks"
            int trackMaxPosition = coaster.TrackCountBuild - 3;
            int xT = (int)(xA / Globals.X_REGION_LENGTH);
            int yT = (int)(yA / Globals.Y_REGION_LENGTH);
            int zT = (int)(zA / Globals.Z_REGION_LENGTH);

            float j = 0;
            float q = 0;
            float g = 0;

            for (int x = xT - 1; x <= xT + 1; x++)
            {
                for (int y = yT - 1; y <= yT + 1; y++)
                {
                    for (int z = zT - 1; z <= zT + 1; z++)
                    {
                        if (x >= 0 && x < Globals.REGIONS &&
                            y >= 0 && y < Globals.REGIONS &&
                            z >= 0 && z < Globals.REGIONS &&
                            coaster.Regions[x, y, z] != null)
                        {
                            foreach (Track t in coaster.Regions[x, y, z])
                            {
                                j = xA - t.X;
                                q = yA - t.Y;
                                g = zA - t.Z;
                                if ((Math.Sqrt((j * j) + (q * q) + (g * g)) <= Globals.TRACK_LENGTH_2X) &&
                                    (t.Position < trackMaxPosition))
                                {
                                    lastCollsionIndex = t.Position;
                                    return(false);
                                }
                            }
                        }
                    }
                }
            }

            //Check New Tracks
            return(CollisonNewTracks(coaster, xA, yA, zA));
        }
Beispiel #14
0
        public TaskResults Run(Coaster coaster)
        {
            List <Command>     commands     = new List <Command>();
            List <BuildAction> buildActions = new List <BuildAction>();
            TaskResults        result       = TaskResults.Fail;
            bool loopDetected = true;

            for (int i = coaster.TrackCount - 42; i < coaster.TrackCount; i++)
            {
                if (coaster.Tracks[i].TrackType != TrackType.Up)
                {
                    loopDetected = false;
                }
            }
            if (loopDetected)
            {
                for (int i = 0; i < 42; i++)
                {
                    buildActions.Add(new BuildAction(true));
                }

                result = Builder.BuildTracks(buildActions, coaster);
                if (result != TaskResults.Fail)
                {
                    return((new BuildLoop()).Run(coaster));
                }
                else
                {
                    return(result);
                }
            }
            else
            {
                buildActions.Add(new BuildAction(TrackType.Up));
                buildActions.Add(new BuildAction(TrackType.Up));
                buildActions.Add(new BuildAction(TrackType.Up));

                return(Builder.BuildTracks(buildActions, coaster));
            }
        }
 public static TaskResults RemoveTrack(Coaster coaster, bool removeChunk)
 {
     if (coaster.NewTrackCount == 0 && coaster.TrackCountBuild == 45)
     {
         return(TaskResults.OutOfBounds);
     }
     else
     {
         if (coaster.NewTrackCount > 0)
         {
             coaster.NewTrackCount--;
         }
         else if (removeChunk == true || coaster.LastTrack.TrackType != TrackType.Custom)
         {
             coaster.TrackCountBuild--;
         }
         else
         {
             return(TaskResults.RemoveCustomTrack);
         }
     }
     return(TaskResults.Successful);
 }
Beispiel #16
0
        public TaskResults Run(Coaster coaster)
        {
            TaskResults        results      = TaskResults.Fail;
            List <BuildAction> buildActions = new List <BuildAction>();

            if (coaster.LastTrack.Pitch == 0)
            {
                buildActions.Add(new BuildAction(TrackType.Custom));
                for (int i = 0; i < 3; i++)
                {
                    buildActions.Add(new BuildAction(TrackType.Custom));
                }
                results = Builder.BuildTracks(buildActions, coaster);
            }
            else
            {
                results = BuildToPitch.Run(coaster, new List <float>()
                {
                    0
                });
            }

            return(results);
        }
        public static TaskResults BuildTracks(List <BuildAction> buildActions, Coaster coaster, bool removeChunk = false)
        {
            //Check If Coater Finshed
            TaskResults result = TaskResults.Successful;

            foreach (BuildAction buildAction in buildActions)
            {
                if (buildAction.RemoveTrack == false)
                {
                    result = BuildTrack(coaster, buildAction);
                }
                else
                {
                    result = RemoveTrack(coaster, removeChunk);
                }

                if (result != TaskResults.Successful)
                {
                    break;
                }
            }

            return(result);
        }
        public static TaskResults BuildTrack(Coaster coaster, BuildAction action)
        {
            //Check If Coater Finshed
            float yaw       = 0;
            float pitch     = 0;
            float x         = 0;
            float y         = 0;
            float z         = 0;
            Track lastTrack = new Track();

            //Determine Starting Position
            if (coaster.TrackCountBuild == 0 && coaster.NewTrackCount == 0)
            {
                yaw   = Globals.START_YAW;
                pitch = Globals.START_PITCH;
                x     = Globals.START_X;
                y     = Globals.START_Y;
                z     = Globals.START_Z;
            }
            else
            {
                if (coaster.NewTrackCount > 0)
                {
                    lastTrack = coaster.NewTracks[coaster.NewTrackCount - 1];
                }
                else
                {
                    lastTrack = coaster.LastTrack;
                }

                yaw   = lastTrack.Yaw;
                pitch = lastTrack.Pitch;
                x     = lastTrack.X;
                y     = lastTrack.Y;
                z     = lastTrack.Z;

                //Determine Yaw And Pitch
                switch (action.TrackType)
                {
                case TrackType.Stright:
                    break;

                case TrackType.Left:
                    yaw = yaw + Globals.STANDARD_ANGLE_CHANGE;
                    break;

                case TrackType.Right:
                    yaw = yaw - Globals.STANDARD_ANGLE_CHANGE;
                    break;

                case TrackType.Up:
                    pitch = pitch + Globals.STANDARD_ANGLE_CHANGE;
                    break;

                case TrackType.Down:
                    pitch = pitch - Globals.STANDARD_ANGLE_CHANGE;
                    break;

                case TrackType.Custom:
                    yaw   = yaw + action.YawOffset;
                    pitch = pitch + action.PitchOffset;
                    break;
                }

                //IF X out of 360
                if (yaw < 0)
                {
                    yaw += 360;
                }

                if (yaw >= 360)
                {
                    yaw += -360;
                }

                if (pitch < 0)
                {
                    pitch += 360;
                }

                if (pitch >= 360)
                {
                    pitch += -360;
                }

                //IF Y out of 360


                //Determine X, Y, And Z
                x = lastTrack.X +
                    (float)(Math.Cos(MathHelper.ToRadians(lastTrack.Yaw)) * Math.Cos(MathHelper.ToRadians(lastTrack.Pitch)) * Globals.HALF_TRACK_LENGTH) +
                    (float)(Math.Cos(MathHelper.ToRadians(yaw)) * Math.Cos(MathHelper.ToRadians(pitch)) * Globals.HALF_TRACK_LENGTH);
                y = lastTrack.Y +
                    (float)(Math.Sin(MathHelper.ToRadians(lastTrack.Yaw)) * Math.Cos(MathHelper.ToRadians(lastTrack.Pitch)) * Globals.HALF_TRACK_LENGTH) +
                    (float)(Math.Sin(MathHelper.ToRadians(yaw)) * Math.Cos(MathHelper.ToRadians(pitch)) * Globals.HALF_TRACK_LENGTH);
                z = lastTrack.Z +
                    (float)(Math.Sin(MathHelper.ToRadians(lastTrack.Pitch)) * Globals.HALF_TRACK_LENGTH) +
                    (float)(Math.Sin(MathHelper.ToRadians(pitch)) * Globals.HALF_TRACK_LENGTH);
            }


            //Check Rules
            TaskResults result = CheckRules(coaster, x, y, z, yaw, pitch, action.TrackType);

            //Add Track
            if (TaskResults.Successful == result)
            {
                coaster.NewTracks[coaster.NewTrackCount] = new Track()
                {
                    X = x, Y = y, Z = z, Pitch = pitch, Yaw = yaw, TrackType = action.TrackType
                };
                //  coaster.NewTracksQTree[coaster.NewTrackCount] = new TrackQuadTree(coaster.NewTracks[coaster.NewTrackCount]);
                //  coaster.QTree.Add(coaster.NewTracksQTree[coaster.NewTrackCount]);
                coaster.NewTrackCount++;
            }

            return(result);
        }
Beispiel #19
0
 public static TaskResults Run(Coaster coaster)
 {
     return(BuildToPitch.Run(coaster, angles));
 }
Beispiel #20
0
        public static bool CollisonGroupCheck(Coaster coaster)
        {
            float minX   = coaster.NewTracks[0].X;
            float minY   = coaster.NewTracks[0].Y;
            float maxX   = coaster.NewTracks[0].X;
            float maxY   = coaster.NewTracks[0].Y;
            float totalX = 0;
            float totalY = 0;

            for (int i = 0; i < coaster.NewTrackCount; i++)
            {
                totalX += coaster.NewTracks[i].X;
                totalY += coaster.NewTracks[i].Y;
                if (minX > coaster.NewTracks[i].X)
                {
                    minX = coaster.NewTracks[i].X;
                }
                if (minY > coaster.NewTracks[i].Y)
                {
                    minY = coaster.NewTracks[i].Y;
                }
                if (maxX < coaster.NewTracks[i].X)
                {
                    maxX = coaster.NewTracks[i].X;
                }
                if (maxY < coaster.NewTracks[i].Y)
                {
                    maxY = coaster.NewTracks[i].Y;
                }
            }
            float midX = totalX / coaster.NewTrackCount;
            float midY = totalY / coaster.NewTrackCount;

            float        length = (float)(Math.Sqrt(Math.Pow(maxX - minX, 2) + Math.Pow(maxY - minY, 2)));
            List <Track> tracks = new List <Track>();

            int   count           = 0;
            float deltaXSquared   = 0;
            float deltaYSquared   = 0;
            float sumRadiiSquared = 0;

            for (int i = 0; i < coaster.TrackCountBuild; i++)
            {
                if (count > coaster.TrackCountBuild - 2)
                {
                }
                else
                {
                    deltaXSquared  = midX - coaster.Tracks[i].X; // calc. delta X
                    deltaXSquared *= deltaXSquared;              // square delta X
                    deltaYSquared  = midY - coaster.Tracks[i].Y; // calc. delta Y
                    deltaYSquared *= deltaYSquared;              // square delta Y

                    // Calculate the sum of the radii, then square it
                    sumRadiiSquared  = Globals.TRACK_LENGTH + length;
                    sumRadiiSquared *= sumRadiiSquared;

                    if (deltaXSquared + deltaYSquared <= sumRadiiSquared)
                    {
                        tracks.Add(coaster.Tracks[i]);
                    }
                }
            }

            //
            if (tracks.Count == 0)
            {
                return(true);
            }

            for (int x = 0; x < tracks.Count; x++)
            {
                count = 0;
                for (int i = 0; i < coaster.TrackCountBuild; i++)
                {
                    count++;
                    if (count > coaster.TrackCountBuild - 2)
                    {
                    }
                    else
                    {
                        deltaXSquared  = coaster.NewTracks[x].X - coaster.Tracks[i].X; // calc. delta X
                        deltaXSquared *= deltaXSquared;                                // square delta X
                        deltaYSquared  = coaster.NewTracks[x].Y - coaster.Tracks[i].Y; // calc. delta Y
                        deltaYSquared *= deltaYSquared;                                // square delta Y

                        // Calculate the sum of the radii, then square it
                        sumRadiiSquared  = Globals.TRACK_LENGTH;
                        sumRadiiSquared *= sumRadiiSquared;

                        if (deltaXSquared + deltaYSquared <= sumRadiiSquared)
                        {
                            //  return false;
                        }
                    }
                }
            }
            return(true);
            //count = 0;
            //for (int i = 0; i < coaster.NewTrackCount; i++)
            //{
            //    count++;
            //    if (count > coaster.NewTrackCount - 2)
            //    {
            //        //      sw.Stop();
            //        return true;
            //    }

            //    deltaXSquared = (x - coaster.NewTracks[i].X); // calc. delta X
            //    deltaXSquared *= deltaXSquared; // square delta X
            //    deltaYSquared = y - coaster.NewTracks[i].Y; // calc. delta Y
            //    deltaYSquared *= deltaYSquared; // square delta Y

            //    // Calculate the sum of the radii, then square it
            //    sumRadiiSquared = Globals.TRACK_LENGTH;
            //    sumRadiiSquared *= sumRadiiSquared;

            //    if (deltaXSquared + deltaYSquared <= sumRadiiSquared)
            //    {
            //        //     sw.Stop();
            //        return false;
            //    }
            //}
            ////  sw.Stop();
            //return true;
        }
        public bool ProcessAfterBuildAttempt(Coaster coaster, TaskResults results, string lastTaskName = "")
        {
            this.lastTaskName = lastTaskName;

            if (results != TaskResults.Successful)
            {
                coaster.Reset();
            }
            switch (results)
            {
            case TaskResults.MaxX:
                results = FixX.Run(coaster);
                break;

            case TaskResults.MaxY:
                results = FixY.Run(coaster);
                break;

            case TaskResults.MinX:
                results = FixX.Run(coaster);
                break;

            case TaskResults.MinY:
                results = FixY.Run(coaster);
                break;

            case TaskResults.MinZ:
                results = FixZ.Run(coaster);
                break;

            case TaskResults.Collison:
                results = FixTrackCollison.Run(coaster);
                break;
            }


            if (results == TaskResults.Successful)
            {
                //Chunk anything that has not already been Chunked
                int totalNewTracksChunked = 0;
                for (int i = 0; i < coaster.NewChunkCount; i++)
                {
                    totalNewTracksChunked += coaster.NewChunks[i];
                }

                int tracksWihtNoChunk = coaster.NewTrackCount - totalNewTracksChunked;
                if (tracksWihtNoChunk > 0)
                {
                    coaster.NewChunks[coaster.NewChunkCount] = tracksWihtNoChunk;
                    coaster.NewChunkCount++;
                }

                lastBuildActionFail = false;

                coaster.Merge();
                return(true);
            }
            else
            {
                lastBuildActionFail = true;
                coaster.Reset();
                return(false);
            }
        }
        private static TaskResults CheckRules(Coaster coaster, float x, float y, float z, float yaw, float pitch, TrackType trackType)
        {
            TaskResults result = TaskResults.Successful;

            if (coaster.TracksStarted == false || coaster.TracksInFinshArea == true)
            {
                return(result);
            }

            if (!Rules.AngleCheck(yaw, pitch, trackType))
            {
                result = TaskResults.Angle;
            }

            if (!Rules.MaxX(x))
            {
                result = TaskResults.MaxX;
            }

            else if (!Rules.MaxY(y))
            {
                result = TaskResults.MaxY;
            }

            else if (!Rules.MinX(x))
            {
                result = TaskResults.MinX;
            }

            else if (!Rules.MinY(y))
            {
                result = TaskResults.MinY;
            }

            else if (!Rules.MinZ(yaw, pitch, z))
            {
                result = TaskResults.MinZ;
            }

            else if (!Rules.MaxZ(z))
            {
                result = TaskResults.MaxZ;
            }

            else if (!Rules.CollisonX(coaster, x, y, z))
            {
                result = TaskResults.Collison;
            }

            if (result != TaskResults.Successful)
            {
                lastRuleIssueTrack = new Track()
                {
                    X = x, Y = y, Z = z, Yaw = yaw, Pitch = pitch, TrackType = trackType
                }
            }
            ;

            return(result);
        }
    }