Esempio n. 1
0
        public PointF GetNearestPointInEdge(PointF p)
        {
            float  dist = Calc.Modulus(Calc.Magnitude(P1, p));
            PointF np   = P1;

            //
            for (int C = 1; C <= 4; C++)
            {
                //Point CP = GetPointByNumber(C);
                ////
                //float cDist = Calc.Modulus(Calc.Magnitude(CP, p));
                //if (cDist < dist)
                //{
                //    dist = cDist;
                //    np = CP;
                //}
                Line ln = new Line();
                ln.P1 = Point.Round(GetPointByNumber(C));
                ln.P2 = Point.Round(GetPointByNumber(C + 1 == 5 ? 1 : C + 1));
                //
                PointF intersectionPos = Calc.PointLineNormalizedIntersection(p, ln.P1, ln.P2);
                float  cDist           = Calc.Modulus(Calc.DistancePointLine(p, ln.P1, ln.P2));
                if (cDist < dist)
                {
                    dist = cDist;
                    np   = intersectionPos;
                }
            }
            //
            return(np);
        }
Esempio n. 2
0
        /// <summary>
        /// Calculate the part of the path the car is running
        /// Returns -1 case is out of th epath
        /// </summary>
        /// <param name="c"></param>
        /// <returns></returns>
        public float PartOfPath(Car c)
        {
            bool isBetweenTheLine = Calc.DoesPointLineNormalizedIntersectionIsBetweenTheLine(c.Position, P1, P2);

            if (!isBetweenTheLine)
            {
                return(-1.00f);
            }
            //
            PointF intersectionPoint = Calc.PointLineNormalizedIntersection(c.Position, P1, P2);
            float  dist = Calc.Magnitude(c.Position, intersectionPoint);

            if (dist > ErrorMargin)
            {
                return(-1.00f);
            }
            //
            return(Calc.Magnitude(P1, c.Position));
        }
Esempio n. 3
0
        public PointF GetNearestPathPoint(PointF pos)
        {
            bool isBetweenLineSegment = Calc.DoesPointLineNormalizedIntersectionIsBetweenTheLine(pos, P1, P2);

            if (isBetweenLineSegment)
            {
                return(Calc.PointLineNormalizedIntersection(pos, P1, P2));
            }
            else
            {
                float distCP1 = Calc.Modulus(Calc.Magnitude(pos, P1));
                float distCP2 = Calc.Modulus(Calc.Magnitude(pos, P2));
                if (distCP1 < distCP2)
                {
                    return(P1);
                }
                else
                {
                    return(P2);
                }
            }
        }
Esempio n. 4
0
        public PointF DoAI()
        {
            // IPos
            PointF IPos = new PointF(0.00f, 0.00f);

            // Immediate Tasks
            bool hasImmediate = ImmediateTasks.Count != 0;

            if (hasImmediate)
            {
                Task   t    = ImmediateTasks.Peek();
                PointF diff = DoTask(t);
                IPos.X += diff.X;
                IPos.Y += diff.Y;
            }


            // Solve Tasks Queue
            if (TasksQueue.Count > 0 && !hasImmediate)
            {
                Task   t    = TasksQueue.Peek();
                PointF diff = DoTask(t);
                IPos.X += diff.X;
                IPos.Y += diff.Y;
            }

            // Nomadic Mode
            if (Nomadic)
            {
                Path cp = GetBelongingPath();
                if (cp != null)
                {
                    if (TasksQueue.Count == 0 && !hasImmediate)
                    {
                        PointF endOfPath = cp.GetPathCornerBasedOnDirection();
                        float  dist      = Calc.Modulus(Calc.Magnitude(endOfPath, Position));
                        if (dist < cp.ErrorMargin)
                        {
                            Path   ip            = cp.ParentPathGroup.GetWayWithDir(!cp.Direction);
                            PointF nearestCorner = ip.GetNearestCorner(Position);
                            Task   t             = CreateTask(nearestCorner, TaskType.Queue);
                            EnqueueTask(t);
                        }
                        else
                        {
                            //Task t = CreateTask(endOfPath, TaskType.Immediate);
                            //ImmediateTasks.Push(t);
                            //
                            Task t = CreateTask(endOfPath, TaskType.Queue);
                            EnqueueTask(t);
                        }
                    }
                }
            }

            // Path Info
            Path cCarPath = GetBelongingPath();
            int  cCarPId  = cCarPath != null ? cCarPath.ID : -1;

            // Speed Bump
            foreach (SpeedBump sb in CLogic.SpeedBumps)
            {
                if (sb.IsAlligned(this))
                {
                    if (sb.IsTowardSpeedBump(this))
                    {
                        float dist = sb.DistanceOfCar(this);
                        //
                        if (dist < SecureDistance)
                        {
                            SetObjectiveSpeed(sb.DesiredSpeed);
                        }
                    }
                }
            }

            ////////////////////////////////////////// IT'S NOT WORKING CORRECTLY! //////////////////////////////////////////////////////
            // Change Way (if there's another free way)
            if (cCarPath != null)
            {
                Car cNearest = cCarPath.GetNearestCarInPath(CLogic, Position, Id);
                if (cNearest != null)
                {
                    float dist = Calc.Modulus(Calc.Magnitude(Position, cNearest.Position));
                    if (dist < SecureDistance) // <--------------------------------------- TODO
                    {
                        List <Path> availablePaths = cCarPath.ParentPathGroup.GetWaysWithDir(cCarPath.Direction);
                        foreach (Path p in availablePaths)
                        {
                            if (p.ID == cCarPath.ID)
                            {
                                continue;
                            }
                            //
                            PointF nLinePos           = Calc.PointLineNormalizedIntersection(Position, p.P1, p.P2);
                            Car    nearestAnotherPath = p.GetNearestCarInPath(CLogic, nLinePos);
                            if (nearestAnotherPath == null)
                            {
                                //
                                PointF futurePoint = new PointF(nLinePos.X + (float)((Math.Cos(Angle) * Speed)),
                                                                nLinePos.Y + (float)((Math.Sin(Angle) * SecureDistance)));

                                // Go TO Another Path
                                Task task = CreateTask(futurePoint, TaskType.Immediate);
                                ImmediateTasks.Push(task);
                                TasksQueue.Clear();
                                break;
                            }
                            //
                            float distCarAnotherPath = Calc.Modulus(Calc.Magnitude(Position, nearestAnotherPath.Position));
                            if (distCarAnotherPath > SecureDistance)
                            {
                                //
                                PointF futurePoint = new PointF(nLinePos.X + (float)((Math.Cos(Angle) * Speed)),
                                                                nLinePos.Y + (float)((Math.Sin(Angle) * SecureDistance)));
                                // Go TO Another Path
                                Task task = CreateTask(futurePoint, TaskType.Immediate);
                                ImmediateTasks.Push(task);
                                TasksQueue.Clear();
                                break;
                            }
                        }
                    }
                }
            }

            // Car Operations
            for (int C = 0; C < CLogic.Cars.Count; C++)
            {
                if (CLogic.Cars[C].Id != Id)
                {
                    // Current Car
                    Car cCar = CLogic.Cars[C];

                    // Error margin
                    const float errAngle    = 30.0f;
                    double      errAngleRad = Calc.NormalizeRadian(Calc.DegreeToRadians(errAngle));

                    // Vars
                    double angAc    = Calc.NormalizeRadian(cCar.Angle);
                    double angAcInv = Calc.NormalizeRadian(cCar.Angle + Math.PI);
                    double angTc    = Calc.NormalizeRadian(Angle);
                    double angAcTc  = Calc.NormalizeRadian(Calc.GetAngleOfLineBetweenTwoPoints(cCar.Position, Position));
                    double angTcAc  = Calc.NormalizeRadian(Calc.GetAngleOfLineBetweenTwoPoints(Position, cCar.Position));
                    float  distBoth = Calc.Modulus(Calc.Magnitude(Position, cCar.Position));

                    // Test if the other car is going toward this car
                    if (Calc.IsInRange(angAcTc - (errAngleRad / 2.00d), angAcTc + (errAngleRad / 2.00d), angAc))
                    {
                        // Test if the other car is going in the same direction
                        if (Calc.IsInRange(angTc - (errAngleRad / 2.00d), angTc + (errAngleRad / 2.00d), angAcInv))
                        {
                            if (distBoth < SecureDistance)
                            {
                                //Break();
                                SetObjectiveSpeed(0.00f);
                            }
                        }
                    }

                    // Test if this car is going toward another car (few FOV to avoid the car speed down when the car is comming in the oposite way)
                    //if (Calc.IsInRange(angTcAc - (errAngleRad / 2.00d), angTcAc + (errAngleRad / 2.00d), angTc))
                    //{
                    //    if (distBoth < SecureDistance)
                    //    {
                    //        //Break();
                    //        SetObjectiveSpeed(0.00f);
                    //    }
                    //}

                    if (Calc.IsInRange(angTcAc - (Calc.DegreeToRadians(FOV) / 2.00d), angTcAc + (Calc.DegreeToRadians(FOV) / 2.00d), angTc))
                    {
                        Path bpcCar = cCar.GetBelongingPath();
                        if (bpcCar != null && GetBelongingPath() != null)
                        {
                            if (distBoth < SecureDistance && bpcCar.ID == GetBelongingPath().ID)
                            {
                                //Break();
                                SetObjectiveSpeed(0.00f);
                            }
                        }
                        else
                        {
                            if (distBoth < SecureDistance)
                            {
                                //Break();
                                SetObjectiveSpeed(0.00f);
                            }
                        }
                    }
                }
            }

            // Traffic Lights
            foreach (TrafficLightGroup tfg in CLogic.TrafficLights)
            {
                foreach (TrafficLight tl in tfg.TLs)
                {
                    if (tl.IsAlligned(this))
                    {
                        if (tl.IsTowardTrafficLight(this))
                        {
                            if (tl.Status == TrafficLightStatus.Red)
                            {
                                float dist = tl.DistanceOfCar(this);
                                //
                                if (dist < SecureDistance)
                                {
                                    SetObjectiveSpeed(0.00f);
                                }
                            }
                        }
                    }
                }
            }

            return(IPos);
        }