Esempio n. 1
0
        /// <summary>
        /// Returns the angle to turn to face particular coordinates.
        /// </summary>
        public static double AngleToCoordinates(this IWalker a, double x, double y)
        {
            double distToTarget = a.DistanceFrom(x, y);
            double curHeading   = (90.0 - a.Heading).ToRadians(); // relative to the x-axis
            double xC           = a.Position.X + distToTarget * Math.Cos(curHeading);
            double yC           = a.Position.Y + -distToTarget *Math.Sin(curHeading);

            // let the built-in vector math sort it all out :-).
            Vector vHeading = new Vector(a.Position.X - xC, a.Position.Y - yC);
            Vector vTarget  = new Vector(a.Position.X - x, a.Position.Y - y);

            return(Vector.AngleBetween(vHeading, vTarget).MinimumAngle());
        }
Esempio n. 2
0
        /// <summary>Calculates how many degrees a zombie/human should turn to face a particular thing</summary>
        /// <returns>The angle to turn.  A negative number means a left turn, a positive number means a right turn.</returns>
        public static double AngleTo(this IWalker a, ITakeSpace b)
        {
            /*
             * Thanks to Chris for inspiring me to fix this; my version didn't work, and his version didn't work either.
             * (Atleast for what Yusuf was wanting them to do. XD )
             *
             * GreedyHuman fails on the Plentiful map with either implementation.
             * On the other hand, this version works well, gives left-or-right turns, and it's short & clean too.
             */
            double distToTarget = a.DistanceFrom(b);
            double curHeading   = (90.0 - a.Heading).ToRadians(); // relative to the x-axis
            // the heading intersects a circle with radius /distAB/ at some point, call it C.  Find that point of intersection.
            // x = xA + r cos (heading)
            // y = yA + r sin (heading)
            double xC = a.Position.X + distToTarget * Math.Cos(curHeading);
            double yC = a.Position.Y + -distToTarget *Math.Sin(curHeading);

            // let the built-in vector math sort it all out :-).
            Vector vHeading = new Vector(a.Position.X - xC, a.Position.Y - yC);
            Vector vTarget  = new Vector(a.Position.X - b.Position.X, a.Position.Y - b.Position.Y);

            return(Vector.AngleBetween(vHeading, vTarget).MinimumAngle());
        }
Esempio n. 3
0
 /// <summary>
 /// Returns true if the player is close enough to interact with (e.g., bite or take socks from) the specified thing on the map
 /// </summary>
 public static bool IsCloseEnoughToInteractWith(this IWalker a, ITakeSpace b)
 {
     return(a.DistanceFrom(b) - a.Radius - b.Radius <= WorldConstants.InteractionDistance);
 }