Example #1
0
        private static TaskResults GoToZ(Coaster coaster, float z, float withIn)
        {
            List <BuildAction> buildActions = new List <BuildAction>();
            TaskResults        results      = TaskResults.Successful;
            float pitchGoal    = 0;
            float lastDistance = Math.Abs(coaster.LastTrack.Z - z);

            if (z > coaster.LastTrack.Z)
            {
                pitchGoal = 90;
            }
            else
            {
                pitchGoal = 270;
            }

            results = BuildToPitch.Run(coaster, new List <float>()
            {
                pitchGoal
            });
            if (results != TaskResults.Successful)
            {
                return(results);
            }

            while (!((coaster.LastTrack.Z < z + (withIn / 2) && coaster.LastTrack.Z > z - (withIn / 2))) && results == TaskResults.Successful)
            {
                buildActions.Add(new BuildAction(TrackType.Stright));
                results = Builder.BuildTracks(buildActions, coaster);
                buildActions.Clear();

                float distance = Math.Abs(coaster.LastTrack.Z - z);

                if (distance >= lastDistance)
                {
                    return(TaskResults.Fail);
                }

                lastDistance = distance;
            }
            if (coaster.LastTrack.Z < z + (withIn / 2) && coaster.LastTrack.Z > z - (withIn / 2))
            {
                return(TaskResults.Successful);
            }
            else
            {
                return(TaskResults.Fail);
            }
        }
        private static TaskResults GoToY(Coaster coaster, float y, float withIn, TrackType type)
        {
            List <BuildAction> buildActions = new List <BuildAction>();
            TaskResults        results      = TaskResults.Successful;
            float yawGoal = 0;

            if (y > coaster.LastTrack.Y)
            {
                yawGoal = 0;
            }
            else
            {
                yawGoal = 180;
            }

            bool  firstStrightTrack = true;
            float lastY             = 0;
            float lastDiffernce     = 0;

            results = BuildToPitch.Run(coaster, new List <float>()
            {
                0
            });

            if (results != TaskResults.Successful)
            {
                return(results);
            }

            while (!((coaster.LastTrack.Y < y + (withIn / 2) && coaster.LastTrack.Y > y - (withIn / 2))) && results == TaskResults.Successful)
            {
                if (coaster.LastTrack.Yaw == yawGoal)
                {
                    buildActions.Add(new BuildAction(TrackType.Stright));
                    results = Builder.BuildTracks(buildActions, coaster);

                    if (results != TaskResults.Successful)
                    {
                        return(results);
                    }

                    buildActions.Clear();

                    float differnce = Math.Abs(coaster.LastTrack.Y - lastY);
                    if (!firstStrightTrack)
                    {
                        //This Means You Passed The Goal Point, This could have been done by turning, Or After the Fact. But You Are now going the wrong way.
                        if (differnce > lastDiffernce)
                        {
                            return(TaskResults.Fail);
                        }
                    }
                    else
                    {
                        firstStrightTrack = true;
                    }

                    lastY         = coaster.LastTrack.Y;
                    lastDiffernce = differnce;
                }
                else
                {
                    buildActions.Add(new BuildAction(type));
                    results = Builder.BuildTracks(buildActions, coaster);
                    buildActions.Clear();
                }
            }
            if (coaster.LastTrack.Y < y + (withIn / 2) && coaster.LastTrack.Y > y - (withIn / 2))
            {
                return(TaskResults.Successful);
            }
            else
            {
                return(TaskResults.Fail);
            }
        }
Example #3
0
        private static TaskResults Runner(Coaster coaster, int RemoveTracks, float x, float y, float xRange, float yRange, bool TurnLeft, float ChangeZ = 0, bool changeYawAfterZChange = false, float ChangeZWithin = 50)
        {
            bool               TurnedToAngleForceDirectionOnce = false;
            TaskResults        results      = TaskResults.Fail;
            List <BuildAction> buildActions = new List <BuildAction>();
            float              yawGoal      = Convert.ToSingle(Math.Atan2(
                                                                   (y - coaster.LastTrack.Y),
                                                                   (x - coaster.LastTrack.X)) * 180 / Math.PI);


            if (yawGoal < 0)
            {
                yawGoal = yawGoal + 360;
            }
            int totalAdjustments = (int)(yawGoal / Globals.STANDARD_ANGLE_CHANGE);

            if ((yawGoal % 15) > Globals.STANDARD_ANGLE_CHANGE / 2)
            {
                totalAdjustments++;
            }

            yawGoal = totalAdjustments * Globals.STANDARD_ANGLE_CHANGE;
            RemoveChunk removeChunk = new RemoveChunk();

            for (int j = 0; j < RemoveTracks * 5; j++)
            {
                removeChunk.Run(coaster);
            }
            results = Builder.BuildTracks(buildActions, coaster);
            if (results != TaskResults.Successful)
            {
                return(results);
            }


            if (ChangeZ != 0)
            {
                results = BuildToZ.Run(coaster, coaster.LastTrack.Z + ChangeZ, 50);
                if (results != TaskResults.Successful)
                {
                    return(results);
                }
            }

            if (changeYawAfterZChange)
            {
                while (coaster.LastTrack.Yaw != yawGoal)
                {
                    if (TurnLeft)
                    {
                        buildActions.Add(new BuildAction(TrackType.Left));
                    }
                    else
                    {
                        buildActions.Add(new BuildAction(TrackType.Right));
                    }

                    results = Builder.BuildTracks(buildActions, coaster);

                    if (results != TaskResults.Successful)
                    {
                        return(results);
                    }
                    buildActions.Clear();
                }
                TurnedToAngleForceDirectionOnce = true;
            }


            results = BuildToPitch.Run(coaster, new List <float>()
            {
                0
            });
            if (results != TaskResults.Successful)
            {
                return(results);
            }


            while (!((coaster.LastTrack.X < x + (xRange / 2) && coaster.LastTrack.X > x - (xRange / 2)) && (coaster.LastTrack.Y < y + (yRange / 2) && coaster.LastTrack.Y > y - (yRange / 2))) && results == TaskResults.Successful)
            {
                yawGoal = Convert.ToSingle(Math.Atan2(
                                               (y - coaster.LastTrack.Y),
                                               (x - coaster.LastTrack.X)) * 180 / Math.PI);

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

                //Get YawGoal To Nearest Angle Game Can Handle
                totalAdjustments = (int)(yawGoal / Globals.STANDARD_ANGLE_CHANGE);

                if ((yawGoal % 15) > Globals.STANDARD_ANGLE_CHANGE / 2)
                {
                    totalAdjustments++;
                }

                yawGoal = totalAdjustments * Globals.STANDARD_ANGLE_CHANGE;



                if (coaster.LastTrack.Yaw == yawGoal)
                {
                    TurnedToAngleForceDirectionOnce = true;
                    float lastDistance = Math.Abs((coaster.LastTrack.X - x) + (coaster.LastTrack.Y - y));
                    buildActions.Add(new BuildAction(TrackType.Stright));
                    results = Builder.BuildTracks(buildActions, coaster);

                    if (results != TaskResults.Successful)
                    {
                        return(results);
                    }
                    buildActions.Clear();

                    float distance = Math.Abs((coaster.LastTrack.X - x) + (coaster.LastTrack.Y - y));

                    if (distance >= lastDistance)
                    {
                        return(TaskResults.Fail);
                    }

                    lastDistance = distance;
                }
                else if (!TurnedToAngleForceDirectionOnce)
                {
                    if (TurnLeft)
                    {
                        buildActions.Add(new BuildAction(TrackType.Left));
                    }
                    else
                    {
                        buildActions.Add(new BuildAction(TrackType.Right));
                    }

                    results = Builder.BuildTracks(buildActions, coaster);

                    if (results != TaskResults.Successful)
                    {
                        return(results);
                    }
                    buildActions.Clear();
                }
                else
                {
                    TrackType type = new TrackType();

                    if (coaster.LastTrack.Yaw - yawGoal > 0)
                    {
                        if (Math.Abs(coaster.LastTrack.Yaw - yawGoal) < 180)
                        {
                            type = TrackType.Right;
                        }
                        else
                        {
                            type = TrackType.Left;
                        }
                    }
                    else
                    {
                        if (Math.Abs(yawGoal - coaster.LastTrack.Yaw) < 180)
                        {
                            type = TrackType.Left;
                        }
                        else
                        {
                            type = TrackType.Right;
                        }
                    }


                    buildActions.Add(new BuildAction(type));
                    results = Builder.BuildTracks(buildActions, coaster);

                    if (results != TaskResults.Successful)
                    {
                        return(results);
                    }
                    buildActions.Clear();
                }
            }

            if (coaster.LastTrack.X < x + (xRange / 2) && coaster.LastTrack.X > x - (xRange / 2) && (coaster.LastTrack.Y < y + (yRange / 2) && coaster.LastTrack.Y > y - (yRange / 2)))
            {
                return(TaskResults.Successful);
            }
            else
            {
                return(TaskResults.Fail);
            }
        }