Example #1
0
    public void AvoidanceRoutine()
    {
        print ("Doing Avoidance Routine.");
                float distanceTraveledDuringAvoidance = 0.0f;
                //Pretty much, this means we need to save our state, switch to a new set of behaviors, and then return to this one afterwards.

                SimpleCarProperties temp = new SimpleCarProperties (this);
                SimpleCarPreservation.Insert (iterationCount, temp);

                iterationCount = iterationCount + 1;

                timeSinceChange = 0;
                distanceTraveled = 0;
                avoidanceDistanceTraveled = 0;
                previousDistanceTraveled = temp.distanceTraveled;
                mainState = State.Avoidance;
    }
Example #2
0
    void handleCollision()
    {
        //Back up slightly. (Make sure to deduct from distance traveled (beforeAvoidance) & store how much we backed up.)

                //AvoidObstacle by turning to the right, going (a minimum distance) turn left, and go forward (store this distance traveled duringAvoidance)

                //If we go forward farther than we backed up (maybe with some fudge amount) - beep

                //We're at the side of the obstacle. Go forward (a minimum distance), turn left, and go forward (distanceTraveledDuringAvoidance) while tracking distance (subtracting).

                //If we hit a wall now, do the whole Avoidance thing kinda recursively.

                //ELSE If we made another collision before (distance traveled duringAvoidance) hit zero...

                //Do another level of the avoidance thing.
                if (mainState == State.Base) {
                        //Normally, copypasta is bad, but I'm gonna do it right now because reasons.
                        //Pretty much, this means we need to save our state, switch to a new set of behaviors, and then return to this one afterwards.
                        print ("Going from Base to Avoidance.");
                        SimpleCarProperties temp = new SimpleCarProperties (this); //CAREFUL, replaced distanceTraveled with the minimum for a quick recovery.
                        temp.distanceTraveled = AMINIMUMDISTANCE * 2;
                        SimpleCarPreservation.Insert (iterationCount, temp);

                        iterationCount = iterationCount + 1;

                        timeSinceChange = 0;
                        distanceTraveled = 0;

                        TurnRight ();
                        mainState = State.Avoidance;
                } else if (mainState == State.Avoidance) {
                        print ("Hit a wall during initial dodge.");
                        //DO SOMETHING!!?

                        //This is the part where we start a new phase of dodging.
                        TurnRight ();
                        AvoidanceRoutine ();

                } else if (mainState == State.Side) {
                        print ("Wall is still here! From Side redoing Avoidance.");
                        TurnRight ();
                        mainState = State.Avoidance;
                } else if (mainState == State.Return) {
                        //print("Hit wall during return trip! Avoiding...");
                        print ("Hit wall during return trip! From Return redoing Side.");
                        TurnRight ();
                        sideDistanceTraveled = 0;
                        mainState = State.Side;
                        //AvoidanceRoutine();
                } else if (mainState == State.BackUp) {
                        print ("Car collided when backing up?");
                        mainState = State.BAD;
                } else {
                        print ("Fix it later");
                }

                /*
        else if (distanceTraveled < AMINIMUMDISTANCE)
        {
            AvoidanceRoutine();

        }

        else if (distanceTraveled < previousDistanceTraveled)
        {

        }
        */
    }