public override double Raycast (double angle, double max_range, Point2D point, Robot owner, out SimulatorObject hit)
		{
			hit=null;
			bool hitRobot=false;
	        Point2D casted = new Point2D(point);
            double distance = max_range;

            //cast point casted out from the robot's center point along the sensor direction
            casted.x += Math.Cos(angle + owner.heading) * distance;
            casted.y += Math.Sin(angle + owner.heading) * distance;

            //create line segment from robot's center to casted point
            Line2D cast = new Line2D(point, casted);

            //TODO remove
            //now do naive detection of collision of casted rays with objects
            //first for all walls
            foreach (Wall wall in env.walls)
            {
                if (!wall.visible)
                    continue;
                bool found = false;
                Point2D intersection = wall.line.intersection(cast, out found);
                if (found)
                {
                    double new_distance = intersection.distance(point);
                    if (new_distance < distance) {
                        distance = new_distance;
						hit=wall;
					}
                }
            }

            //then for all robots
            hitRobot = false;
			if(!agentVisible)
            	return distance;

            //if (agentsVisible)
            foreach (Robot robot2 in rbts)
            {
                bool found = false;

                if (robot2 == owner)
                    continue;

                double new_distance = cast.nearest_intersection(robot2.circle, out found);

                if (found)
                {
                    if (new_distance < distance)
                    {
                        distance = new_distance;
                        hitRobot = true;
						hit=robot2;
                    }
                }
            }
            return distance;
		}
Esempio n. 2
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        public void update(Environment env, List<Robot> robots, CollisionManager cm)
        {
            distance = maxRange;
            seePrey = false;
            Point2D casted = new Point2D(owner.location);
            casted.x += Math.Cos(angle + owner.heading) * maxRange;
            casted.y += Math.Sin(angle + owner.heading) * maxRange;

            Line2D cast = new Line2D(owner.location, casted);

            foreach (Prey prey in env.preys)
            {
                bool found = false;

                double newDistance = cast.nearest_intersection(prey.circle, out found);

                if (found)
                {
                    if (newDistance < distance)
                    {
                        distance = newDistance;
                        seePrey = true;
                    }
                }
            }
        }
Esempio n. 3
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        public Wall(double nx1, double ny1, double nx2, double ny2, bool vis, string n)
        {
            name = n;
            colored = false;
            Point2D p1 = new Point2D(nx1, ny1);
            Point2D p2 = new Point2D(nx2, ny2);
            line = new Line2D(p1, p2);

            //set center point
            location = line.midpoint();

            dynamic = false;
            visible = vis;
        }
Esempio n. 4
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        public Wall(Wall k)
        {
            name = k.name;
            //Console.WriteLine(name);
            colored = false;

            line = new Line2D(k.line);

            //set center point
            location = line.midpoint();

            dynamic = false;
            visible = k.visible;
        }
Esempio n. 5
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        public override void doAction()
        {
            if (!this.stopped)
            {
                //Schrum: debug
                //Console.WriteLine("-------------------------------------------------------");
                //Console.WriteLine("Start EnemyRobot.doAction(): heading = " + heading);
                //Console.WriteLine(evolved.location.x + "\t" + evolved.location.y + "\t" + location.x + "\t" + location.y);
                //Console.WriteLine("Enemy doAction");

                // Schrum2: Simple behavior
                // Speed calculation taken from Khepera3RobotModelContinuous, but made faster
                float speed = 11.0f * (1.0f + (effectorNoise / 100.0f * (float)(2.0 * (rng.NextDouble() - 0.5))));
                velocity = speed;

                double turn = 0;
                // Schrum: A collision overrides all other behaviors
                if (this.collisions > lastCollisions)
                {
                    velocity = -velocity; // back up
                }
                else // Not currently colliding
                {
                    const double WALL_TURN_AMOUNT = Math.PI / 50.0;
                    const double CHASE_TURN_AMOUNT = Math.PI / 40.0;
                    const double TOO_CLOSE_WALL_THRESHOLD = 17;
                    const double TOO_CLOSE_EVOLVED_THRESHOLD = 50;
                    const double EXTREME_CLOSE_EVOLVED_THRESHOLD = 25;

                    Line2D toEvolved = new Line2D(location, getEvolved().location);
                    double angleDifference = toEvolved.signedAngleFromSourceHeadingToTarget(heading);
                    double distance = toEvolved.length();

                    Boolean evolvedClose = distance < TOO_CLOSE_EVOLVED_THRESHOLD;
                    Boolean extremeEvolvedClose = distance < EXTREME_CLOSE_EVOLVED_THRESHOLD;
                    Boolean wallTooClose = false;
                    double closestWall = Double.MaxValue;

                    // schrum2: check sensors for walls.
                    // sensor values of 1 mean there is no wall contact.
                    // Lesser values means wall is closer along that sensor
                    double left = 0;
                    int half = sensors.Count / 2;
                    for (int j = 0; j < half; j++)
                    {
                        if (!(sensors[j] is SignalSensor))
                        {
                            double raw = sensors[j].get_value_raw();
                            closestWall = Math.Min(raw, closestWall);
                            wallTooClose = wallTooClose || TOO_CLOSE_WALL_THRESHOLD > raw;
                            left += transformSensor(sensors[j].get_value_raw());
                        }
                    }
                    double right = 0;
                    for (int j = half + 1; j < sensors.Count; j++)
                    {
                        if (!(sensors[j] is SignalSensor))
                        {
                            double raw = sensors[j].get_value_raw();
                            closestWall = Math.Min(raw, closestWall);
                            wallTooClose = wallTooClose || TOO_CLOSE_WALL_THRESHOLD > raw;
                            right += transformSensor(sensors[j].get_value_raw());
                        }
                    }

                    if (wallTooClose &&
                        (flee || // fleeing bots are always concerned about close walls 
                         (closestWall < distance && !extremeEvolvedClose))) // Chasing bots sometimes prioritize chasing over collision avoidance
                    {
                        velocity /= 4; // Go slower when collision imminent
                    }

                    // Schrum: For debugging
                    //wallResponse = 0;
                    //chaseResponse = 0;
                    //angle = angleDifference;
                    if ((flee || // fleeing bots always avoid walls 
                         (!extremeEvolvedClose && (!evolvedClose || wallTooClose))) // chasing bots sometimes prioritize chasing 
                         && right < left)
                    { // right sensors are closer to wall
                        // turn left
                        turn = -WALL_TURN_AMOUNT;
                    }
                    else if ((flee ||
                              (!extremeEvolvedClose && (!evolvedClose || wallTooClose))) // complicated special cases for chasing bots 
                        && left < right)
                    { // left sensors are closer to wall
                        // turn right
                        turn = WALL_TURN_AMOUNT;
                    }
                    else
                    {
                        // Base turn purely on evolved bot location if there are no wall problems
                        if (angleDifference < 0)
                        { // turn towards evolved bot to chase, or away if fleeing
                            turn = (flee ? 1 : -1) * CHASE_TURN_AMOUNT;
                        }
                        else
                        {
                            turn = (flee ? -1 : 1) * CHASE_TURN_AMOUNT;
                        }
                    }
                    heading += turn;
                }
                //Console.WriteLine(flee +":" + turn);
                lastCollisions = this.collisions; // Keep up to date

                // Schrum2: Need to do this manually.
                updatePosition(); // Moves robot based on velocity and heading

                /*
                if (heading > Math.PI * 2)
                {
                    Console.WriteLine("Heading out of range (doAction): " + heading);
                    System.Windows.Forms.Application.Exit();
                    System.Environment.Exit(1);
                }
                */
            }
        }
Esempio n. 6
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		//calculate the point of intersection between two line segments
		public Point2D intersection(Line2D L,out bool found)
		{
			Point2D pt = new Point2D(0.0,0.0);
			Point2D A = p1;
			Point2D B = p2;
			Point2D C = L.p1;
			Point2D D = L.p2;
			
			double rTop = (A.y-C.y)*(D.x-C.x)-(A.x-C.x)*(D.y-C.y);
			double rBot = (B.x-A.x)*(D.y-C.y)-(B.y-A.y)*(D.x-C.x);
			
			double sTop = (A.y-C.y)*(B.x-A.x)-(A.x-C.x)*(B.y-A.y);
			double sBot = (B.x-A.x)*(D.y-C.y)-(B.y-A.y)*(D.x-C.x);
			
			if ((rBot == 0 || sBot == 0))
			{
				found = false;
				return pt;
			}
			double r = rTop/rBot;
			double s = sTop/sBot;
			if( (r>0) && (r<1) && (s>0) && (s<1))
			{
				pt.x = A.x + r * (B.x-A.x);
				pt.y = A.y + r * (B.y - A.y);
				found=true;
				return pt;
			}
			else
			{
				found = false;
				return pt;
			}
		}
Esempio n. 7
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		public Line2D(Line2D other)
		{
			p1=other.p1;
			p2=other.p2;
		}
Esempio n. 8
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 /// <summary>
 /// Transform line coordinates
 /// </summary>
 /// <param name="line">Line</param>
 /// <param name="transform">Transformation</param>
 /// <returns>Returns new line</returns>
 public static Line2D Transform(Line2D line, Matrix transform)
 {
     return(new Line2D(
                Vector2.TransformCoordinate(line.Point1, transform),
                Vector2.TransformCoordinate(line.Point2, transform)));
 }
Esempio n. 9
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		public double RaycastGrid(double angle, double max_range, Point2D point, Robot owner,bool view, out SimulatorObject hitobj)
		{
			hitobj=null;
			Point2D casted = new Point2D(point);
            double distance = max_range;
			bool hit = false;
			
			bool hitRobot = false;
			
			//cast point casted out from the robot's center point along the sensor direction
			double sum_angle = angle+owner.heading;
			double cosval = Math.Cos(sum_angle);
			double sinval = Math.Sin(sum_angle);
			double add_valx = cosval * distance;
			double add_valy = sinval * distance;
			casted.x += add_valx;
			casted.y += add_valy;
			
			//      if(Double.IsNaN(casted.x))
			//      	Console.WriteLine("casted x nan " + cosval + " " + add_valx + " " + Math.Cos(sum_angle));
			//      if(Double.IsNaN(casted.y))
			//      	Console.WriteLine("casted y nan " + sinval + " " + add_valy + " " + Math.Sin(sum_angle));
			      
			   
			//create line segment from robot's center to casted point
			Line2D cast=new Line2D(point,casted);
					
			List<collision_grid_square> squares =
				grid.cast_ray(point.x,point.y,casted.x,casted.y);
			
			foreach(collision_grid_square square in squares)
			{
				//if we had at least one collision, then quit!
				if(hit)
					break;
				if(view && !owner.disabled) {
					if(owner.stopped)
					square.viewed2=1.0;

					square.viewed=1.0;
				}
				//if(view && square.viewed < health)
				//	square.viewed=health;
				
			//now do naive detection of collision of casted rays with objects in square
			//first for all walls
			foreach (SimulatorObject obj in square.static_objs)
			{
				Wall wall = (Wall)obj;

				bool found=false;
				Point2D intersection = wall.line.intersection(cast,out found);
				if (found)
				{
					double new_distance = intersection.distance(point);
					if (new_distance<distance) {
						distance=new_distance;
						hitobj=wall;
					}
					hit=true;
					
				}
				
			}	
			
				//then for all robots
             	if(agentVisible)
				foreach  (SimulatorObject obj in square.dynamic_objs)
				{
					Robot r = (Robot) obj;
					bool found=false;
						
					if(r==owner)
						continue;
						
					double new_distance = cast.nearest_intersection(r.circle,out found);
						
					if(found)
					{
                         if (new_distance < distance)
                         {
                            distance = new_distance;
                            hitRobot = true;
							hitobj=r;
                         }
						 hit=true;
				    }						
			    }
			}
            return distance;
		}
Esempio n. 10
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 public Line2D(Line2D other)
 {
     p1 = other.p1;
     p2 = other.p2;
 }
Esempio n. 11
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        public override double Raycast(double angle, double max_range, Point2D point, Robot owner, out SimulatorObject hit)
        {
            hit = null;
            bool    hitRobot = false;
            Point2D casted   = new Point2D(point);
            double  distance = max_range;

            //cast point casted out from the robot's center point along the sensor direction
            casted.x += Math.Cos(angle + owner.heading) * distance;
            casted.y += Math.Sin(angle + owner.heading) * distance;

            //create line segment from robot's center to casted point
            Line2D cast = new Line2D(point, casted);

            //TODO remove
            //now do naive detection of collision of casted rays with objects
            //first for all walls
            foreach (Wall wall in env.walls)
            {
                if (!wall.visible)
                {
                    continue;
                }
                bool    found        = false;
                Point2D intersection = wall.line.intersection(cast, out found);
                if (found)
                {
                    double new_distance = intersection.distance(point);
                    if (new_distance < distance)
                    {
                        distance = new_distance;
                        hit      = wall;
                    }
                }
            }

            //then for all robots
            hitRobot = false;
            if (!agentVisible)
            {
                return(distance);
            }

            //if (agentsVisible)
            foreach (Robot robot2 in rbts)
            {
                bool found = false;

                if (robot2 == owner)
                {
                    continue;
                }

                double new_distance = cast.nearest_intersection(robot2.circle, out found);

                if (found)
                {
                    if (new_distance < distance)
                    {
                        distance = new_distance;
                        hitRobot = true;
                        hit      = robot2;
                    }
                }
            }
            return(distance);
        }
Esempio n. 12
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        public override void doAction()
        {
            if (!this.stopped)
            {
                //Schrum: debug
                //Console.WriteLine("-------------------------------------------------------");
                //Console.WriteLine("Start EnemyRobot.doAction(): heading = " + heading);
                //Console.WriteLine(evolved.location.x + "\t" + evolved.location.y + "\t" + location.x + "\t" + location.y);
                //Console.WriteLine("Enemy doAction");

                // Schrum2: Simple behavior
                // Speed calculation taken from Khepera3RobotModelContinuous, but made faster
                float speed = 11.0f * (1.0f + (effectorNoise / 100.0f * (float)(2.0 * (rng.NextDouble() - 0.5))));
                velocity = speed;

                double turn = 0;
                // Schrum: A collision overrides all other behaviors
                if (this.collisions > lastCollisions)
                {
                    velocity = -velocity; // back up
                }
                else // Not currently colliding
                {
                    const double WALL_TURN_AMOUNT                = Math.PI / 50.0;
                    const double CHASE_TURN_AMOUNT               = Math.PI / 40.0;
                    const double TOO_CLOSE_WALL_THRESHOLD        = 17;
                    const double TOO_CLOSE_EVOLVED_THRESHOLD     = 50;
                    const double EXTREME_CLOSE_EVOLVED_THRESHOLD = 25;

                    Line2D toEvolved       = new Line2D(location, getEvolved().location);
                    double angleDifference = toEvolved.signedAngleFromSourceHeadingToTarget(heading);
                    double distance        = toEvolved.length();

                    Boolean evolvedClose        = distance < TOO_CLOSE_EVOLVED_THRESHOLD;
                    Boolean extremeEvolvedClose = distance < EXTREME_CLOSE_EVOLVED_THRESHOLD;
                    Boolean wallTooClose        = false;
                    double  closestWall         = Double.MaxValue;

                    // schrum2: check sensors for walls.
                    // sensor values of 1 mean there is no wall contact.
                    // Lesser values means wall is closer along that sensor
                    double left = 0;
                    int    half = sensors.Count / 2;
                    for (int j = 0; j < half; j++)
                    {
                        if (!(sensors[j] is SignalSensor))
                        {
                            double raw = sensors[j].get_value_raw();
                            closestWall  = Math.Min(raw, closestWall);
                            wallTooClose = wallTooClose || TOO_CLOSE_WALL_THRESHOLD > raw;
                            left        += transformSensor(sensors[j].get_value_raw());
                        }
                    }
                    double right = 0;
                    for (int j = half + 1; j < sensors.Count; j++)
                    {
                        if (!(sensors[j] is SignalSensor))
                        {
                            double raw = sensors[j].get_value_raw();
                            closestWall  = Math.Min(raw, closestWall);
                            wallTooClose = wallTooClose || TOO_CLOSE_WALL_THRESHOLD > raw;
                            right       += transformSensor(sensors[j].get_value_raw());
                        }
                    }

                    if (wallTooClose &&
                        (flee ||                                            // fleeing bots are always concerned about close walls
                         (closestWall < distance && !extremeEvolvedClose))) // Chasing bots sometimes prioritize chasing over collision avoidance
                    {
                        velocity /= 4;                                      // Go slower when collision imminent
                    }

                    // Schrum: For debugging
                    //wallResponse = 0;
                    //chaseResponse = 0;
                    //angle = angleDifference;
                    if ((flee || // fleeing bots always avoid walls
                         (!extremeEvolvedClose && (!evolvedClose || wallTooClose))) && // chasing bots sometimes prioritize chasing
                        right < left)
                    { // right sensors are closer to wall
                        // turn left
                        turn = -WALL_TURN_AMOUNT;
                    }
                    else if ((flee ||
                              (!extremeEvolvedClose && (!evolvedClose || wallTooClose))) && // complicated special cases for chasing bots
                             left < right)
                    { // left sensors are closer to wall
                        // turn right
                        turn = WALL_TURN_AMOUNT;
                    }
                    else
                    {
                        // Base turn purely on evolved bot location if there are no wall problems
                        if (angleDifference < 0)
                        { // turn towards evolved bot to chase, or away if fleeing
                            turn = (flee ? 1 : -1) * CHASE_TURN_AMOUNT;
                        }
                        else
                        {
                            turn = (flee ? -1 : 1) * CHASE_TURN_AMOUNT;
                        }
                    }
                    heading += turn;
                }
                //Console.WriteLine(flee +":" + turn);
                lastCollisions = this.collisions; // Keep up to date

                // Schrum2: Need to do this manually.
                updatePosition(); // Moves robot based on velocity and heading

                /*
                 * if (heading > Math.PI * 2)
                 * {
                 *  Console.WriteLine("Heading out of range (doAction): " + heading);
                 *  System.Windows.Forms.Application.Exit();
                 *  System.Environment.Exit(1);
                 * }
                 */
            }
        }