public override void Execute(clsGroundAtom refGroundAtom) { // update route so that the destination will be the most similar atom refGroundAtom.currentRoute = RouteUtils.planStraightLineRoute(new DPoint(refGroundAtom.curr_X, refGroundAtom.curr_Y), new DPoint(mostSimilarAtom.curr_X, mostSimilarAtom.curr_Y), "RouteToMostSimilar"); // minimize differences SocialComparison.correctBehaviorToMostSimilar(refGroundAtom, mostSimilarAtom, m_baselineSpeed); // move base.Execute(refGroundAtom); }
public override void Execute(clsGroundAtom refGroundAtom) { targetPosition.x = mostSimilar.curr_X; targetPosition.y = mostSimilar.curr_Y; // minimize differences SocialComparison.correctBehaviorToMostSimilar(refGroundAtom, mostSimilar, m_baselineSpeed); TerrainService.shPoint[] pnts = Structure.Points.ToArray(); // if most similar leads to outside of structure do social comparison outside of structure bool mostSimilarExitedStructure = !TerrainService.GeometryHelper.GeometryMath.isPointInPolygon(mostSimilar.curr_X, mostSimilar.curr_Y, ref pnts); if (mostSimilarExitedStructure) { refGroundAtom.clearStageTransitionEventSubscriptions(); refGroundAtom.earthquakeStartedEventHandler += earthquakeStartedDefaultEventHandler; refGroundAtom.earthquakeEndedEventHandler += earthquakeEndedDefaultEventHandler; refGroundAtom.forcesHaveArrivedEventHandler += forcesHaveArrivedDefaultEventHandler; clsActivityMovement moveToMostSimilar = RouteUtils.createActivityAndStart(refGroundAtom, (int)refGroundAtom.currentSpeed, null); refGroundAtom.resetMovementData(); refGroundAtom.ChangeState(new SOCIAL_COMPARISON_STATE(moveToMostSimilar, mostSimilar)); // re-assign reevaluation handler. It should not be the same outside of a structure. switch (refGroundAtom.m_GameObject.simulationStage) { case GameObject.SimulationStage.STAGE_2: refGroundAtom.reEvaluationEventHandler += reevaluationAfterEarthquakeStartedEventHandler; break; case GameObject.SimulationStage.STAGE_3: refGroundAtom.reEvaluationEventHandler += reevaluationAfterEarthquakeEndedEventHandler; break; case GameObject.SimulationStage.STAGE_4: refGroundAtom.reEvaluationEventHandler += reevaluationAfterForcesHaveArrivedEventHandler; break; default: refGroundAtom.reEvaluationEventHandler += null; break; } return; } base.Execute(refGroundAtom); }
// move to social comparison state if can. public bool moveToSocialComparisonStateIfCan(clsGroundAtom refGroundAtom) { double socialComparisonProbability = Util.random.NextDouble(); // draw probabilistically whether to compare or not // do social comparison clsGroundAtom mostSimilar = SocialComparison.findMostSimilarByDistanceAndAzimuth(refGroundAtom); // check if there is someone similar to me if (mostSimilar != null) { clsActivityMovement moveToMostSimilar = RouteUtils.createActivityAndStart(refGroundAtom, (int)refGroundAtom.currentSpeed, null); refGroundAtom.resetMovementData(); refGroundAtom.ChangeState(new SOCIAL_COMPARISON_STATE(moveToMostSimilar, mostSimilar)); return(true); } // if couldn't find someone similar in vicinity do not compare return(false); }
// move to social comparison state if can and should. Return true if can and should and move, else return false public bool moveToSocialComparisonStateInStructureIfShould(clsGroundAtom refGroundAtom) { double socialComparisonProbability = Util.random.NextDouble(); // draw probabilistically whether to compare or not if (socialComparisonProbability <= refGroundAtom.getSocialComparisonProbability()) { // do social comparison clsGroundAtom mostSimilar = SocialComparison.findMostSimilarInStructure(refGroundAtom, Structure); // check if there is someone similar to me if (mostSimilar != null) { refGroundAtom.ChangeState(new SOCIAL_COMPARISON_IN_STRUCTURE_STATE(Structure, mostSimilar)); return(true); } // if couldn't find someone similar in vicinity do not compare } return(false); }
private void MoveInStructure(clsGroundAtom refGroundAtom, int DeltaTime) { double DeltaTimeSec = DeltaTime * 0.001; double dist = refGroundAtom.currentSpeed * DeltaTimeSec / 3600; double oldX = refGroundAtom.curr_X; double oldY = refGroundAtom.curr_Y; // YD - fixed bug where atoms in building travel way to fast than they should be. // Details: In the third line below addition of distance in meters to position in coordinates! //TerrainService.Vector vt = targetPosition - refGroundAtom.currPosition; //vt.normalize(); //TerrainService.Vector NewPosition = refGroundAtom.currPosition + (vt * dist); ////......... TerrainService.Vector vt = targetPosition - refGroundAtom.currPosition; double targetDist = TerrainService.MathEngine.CalcDistance(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, targetPosition.x, targetPosition.y); double targetAzimuth = Util.Azimuth2Points(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, targetPosition.x, targetPosition.y); TerrainService.Vector NewPosition = new TerrainService.Vector(); TerrainService.MathEngine.CalcProjectedLocationNew(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, targetAzimuth, 1000 * dist, out NewPosition.x, out NewPosition.y); // ---------------------------------------------------------------------------------------- // check if in collision clsGroundAtom collidingAtom = null; manageCollisions(refGroundAtom, NewPosition, out collidingAtom); TerrainService.GeometryHelper.Edge CrossedEdge = new TerrainService.GeometryHelper.Edge(); TerrainService.shPoint[] Pnts = Structure.Points.ToArray(); // step aside in case of collision if (!refGroundAtom.isCollision) { // draw avoidance side randomly to when collision will occur int random = Util.random.Next(2) * 2 - 1; refGroundAtom.Offset_Azimuth = 90 * random; } if (refGroundAtom.isCollision) { // choose side to step to according to social comparison theory clsGroundAtom mostSimilar = SocialComparison.findMostSimilarInStructure(refGroundAtom, Structure); if (mostSimilar != null) { TerrainService.Vector headingVector = new TerrainService.Vector(); headingVector.x = targetPosition.x - refGroundAtom.curr_X; headingVector.y = targetPosition.y - refGroundAtom.curr_Y; TerrainService.Vector vectorToMostSimilar = new TerrainService.Vector(); vectorToMostSimilar.x = mostSimilar.curr_X - refGroundAtom.curr_X; vectorToMostSimilar.y = mostSimilar.curr_Y - refGroundAtom.curr_Y; bool mostSimilarIsToTheLeft = (headingVector ^ vectorToMostSimilar).norm() > 0; if (mostSimilarIsToTheLeft) { refGroundAtom.Offset_Azimuth = 90; } else { refGroundAtom.Offset_Azimuth = -90; } } List <CollisionTime> collisions = refGroundAtom.Collisions; double azimuthToCollidingAtom = Util.Azimuth2Points(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, collidingAtom.currPosition.x, collidingAtom.currPosition.y); TerrainService.MathEngine.CalcProjectedLocationNew(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, azimuthToCollidingAtom + refGroundAtom.Offset_Azimuth, 1000 * dist, out NewPosition.x, out NewPosition.y); } bool isCross = TerrainService.GeometryHelper.GeometryMath.isPolygonBorderCross(refGroundAtom.curr_X, refGroundAtom.curr_Y, NewPosition.x, NewPosition.y, ref Pnts, ref CrossedEdge); if (isCross) { CrossedEdge.rot90(); TerrainService.Vector orig = new TerrainService.Vector(CrossedEdge.org.x, CrossedEdge.org.y, 0); TerrainService.Vector dest = new TerrainService.Vector(CrossedEdge.dest.x, CrossedEdge.dest.y, 0); TerrainService.Vector n = dest - orig; n.normalize(); TerrainService.Vector NewD = vt - 2 * (vt * n) * n; NewD.normalize(); TerrainService.Vector NewDirect = NewD * 5000; // YD: calculate new target position according to next waypoint and not randomly //targetPosition = NewDirect; targetPosition = CalculateNextWaypointPosition(refGroundAtom); // --- // YD: Bug fix for moving too fast in buildings //vt = targetPosition - refGroundAtom.currPosition; //vt.normalize(); //NewPosition = refGroundAtom.currPosition + (vt * dist); vt = targetPosition - refGroundAtom.currPosition; targetDist = TerrainService.MathEngine.CalcDistance(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, targetPosition.x, targetPosition.y) / 1000; targetAzimuth = Util.Azimuth2Points(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, targetPosition.x, targetPosition.y); TerrainService.MathEngine.CalcProjectedLocationNew(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, targetAzimuth, 1000 * dist, out NewPosition.x, out NewPosition.y); // --------------------------------------------------------------------------------- //refGroundAtom.currPosition = NewPosition; //refGroundAtom.curr_X = refGroundAtom.currPosition.x; //refGroundAtom.curr_Y = refGroundAtom.currPosition.y; // return; } refGroundAtom.currPosition = NewPosition; // YD: get current azimuth refGroundAtom.currentAzimuth = Util.Azimuth2Points(refGroundAtom.curr_X, refGroundAtom.curr_Y, NewPosition.x, NewPosition.y); refGroundAtom.curr_X = refGroundAtom.currPosition.x; refGroundAtom.curr_Y = refGroundAtom.currPosition.y; bool isIn = TerrainService.GeometryHelper.GeometryMath.isPointInPolygon(refGroundAtom.curr_X, refGroundAtom.curr_Y, ref Pnts); if (isIn == false) { System.Random Rnd = new Random(); while (true) { double vRnd = Rnd.NextDouble(); double randX = Structure.minX + (Structure.maxX - Structure.minX) * vRnd; vRnd = Rnd.NextDouble(); double randY = Structure.minY + (Structure.maxY - Structure.minY) * vRnd; bool inPolygon = TerrainService.GeometryHelper.GeometryMath.isPointInPolygon(randX, randY, ref Pnts); if (inPolygon == true) { refGroundAtom.curr_X = randX; refGroundAtom.curr_Y = randY; refGroundAtom.currPosition = new TerrainService.Vector(randX, randY, 0); // YD: calculate new target position according to next waypoint and not randomly //targetPosition = CalculateNextRandomPosition(5000, refGroundAtom.curr_X, refGroundAtom.curr_Y); targetPosition = CalculateNextWaypointPosition(refGroundAtom); // --- break; } } } // YD: since there are more than once structure, update possition according to the right structure's quadtree refGroundAtom.m_GameObject.getQuadTreeByStructure(Structure).PositionUpdate(refGroundAtom); }
public override void Execute(clsGroundAtom refGroundAtom) { List <CollisionTime> CollisionsToDelete = new List <CollisionTime>(); foreach (var v in refGroundAtom.Collisions) { if ((refGroundAtom.m_GameObject.Ex_clockDate - v.time).TotalSeconds > 2) { CollisionsToDelete.Add(v); } } foreach (var v in CollisionsToDelete) { refGroundAtom.Collisions.Remove(v); } // refGroundAtom.Collisions.ForEach(t=>(refGroundAtom.m_GameObject.Ex_clockDate-t.time).TotalSeconds>2) if (refActivityMovement.TimeTo < refGroundAtom.m_GameObject.Ex_clockDate) { refActivityMovement.isEnded = true; refActivityMovement.isActive = false; refGroundAtom.ChangeState(new ADMINISTRATIVE_STATE()); return; } if (refGroundAtom.currentRoute == null) { return; } if (refGroundAtom.currentLeg > refGroundAtom.currentRoute.arr_legs.Count) //-1) // refActivityMovement.RouteActivity.Points.Count()-1) { // Fix 01 Start int nl = refGroundAtom.currentRoute.arr_legs.Count; double xEnd = refGroundAtom.currentRoute.arr_legs[nl - 1].ToLongn; double yEnd = refGroundAtom.currentRoute.arr_legs[nl - 1].ToLatn; refGroundAtom.curr_X = xEnd; refGroundAtom.curr_Y = yEnd; // Fix 01 End refActivityMovement.isEnded = true; refActivityMovement.isActive = false; refGroundAtom.currentRoute = null; refGroundAtom.ChangeState(new ADMINISTRATIVE_STATE()); return; } double nextRoute_X = 0; double nextRoute_Y = 0; int nextLeg = 0; double X_Distination = 0; double Y_Distination = 0; double AzimDepl; refGroundAtom.VirtualMoveOnRoute(refGroundAtom.m_GameObject.m_GameManager.GroundCycleResolution, refGroundAtom.X_Route, refGroundAtom.Y_Route, out nextRoute_X, out nextRoute_Y, out nextLeg); double currentAzimuth = Util.Azimuth2Points(refGroundAtom.X_Route, refGroundAtom.Y_Route, nextRoute_X, nextRoute_Y); bool isRight = true; // Yinon Douchan: Collision management bool isLeft = true; refGroundAtom.currentAzimuth = currentAzimuth; // ----------------------------------- // refGroundAtom.Collisions.Clear(); Lab1 :; refGroundAtom.isCollision = false; // Fix 02 if (refGroundAtom.Offset_Azimuth != 0.0 || refGroundAtom.Offset_Distance!=0.0) if (refGroundAtom.Offset_Distance != 0.0) { AzimDepl = currentAzimuth + refGroundAtom.Offset_Azimuth; if (AzimDepl >= 360) { AzimDepl = AzimDepl - 360; } TerrainService.MathEngine.CalcProjectedLocationNew(nextRoute_X, nextRoute_Y, AzimDepl, refGroundAtom.Offset_Distance, out X_Distination, out Y_Distination);//, true); } else { X_Distination = nextRoute_X; Y_Distination = nextRoute_Y; } List <clsGroundAtom> colAtoms = refGroundAtom.m_GameObject.m_GameManager.QuadTreeGroundAtom.SearchEntities(X_Distination, Y_Distination, refGroundAtom.collisionRadius, isPrecise: true); // List<clsGroundAtom> colAtoms = refGroundAtom.m_GameObject.m_GameManager.QuadTreeGroundAtom.SearchEntities(X_Distination, refGroundAtom.curr_Y, clsGroundAtom.OFFSET_IN_COLLISION, isPrecise: true); foreach (clsGroundAtom atom in colAtoms) { if (atom != refGroundAtom) { TerrainService.Vector vDest = new TerrainService.Vector(X_Distination, Y_Distination, 0); TerrainService.Vector vMe = new TerrainService.Vector(refGroundAtom.curr_X, refGroundAtom.curr_Y, 0); TerrainService.Vector vCollision = new TerrainService.Vector(atom.curr_X, atom.curr_Y, 0); TerrainService.Vector MyDirection = vDest - vMe; MyDirection.normalize(); TerrainService.Vector CollisionDirection = vCollision - vMe; CollisionDirection.normalize(); double dot = MyDirection * CollisionDirection; if (dot >= 0.8)// 0.6) //Against Main Direction { // if (atom.Collisions.Contains(refGroundAtom.MyName)) continue; // Fix 03 if (atom.Collisions.Exists(v => v.name == refGroundAtom.MyName)) continue; if (atom.Collisions.Exists(v => v.name == refGroundAtom.MyName)) { continue; } //Fix 04 - New If double d = TerrainService.MathEngine.CalcDistance(X_Distination, Y_Distination, atom.curr_X, atom.curr_Y); refGroundAtom.isCollision = true; CollisionTime cTime = new CollisionTime(); cTime.name = atom.MyName; cTime.time = refGroundAtom.m_GameObject.Ex_clockDate; refGroundAtom.Collisions.Add(cTime); break; } } } if (refGroundAtom.isCollision) { refGroundAtom.Offset_Azimuth = 90; // Yinon Douchan: Modified collision handling // check if I cannot go right or cannot go left if ((refGroundAtom.Offset_Distance + clsGroundAtom.OFFSET_IN_COLLISION) > clsGroundAtom.MAX_OFFSET) { isRight = false; } if ((refGroundAtom.Offset_Distance - clsGroundAtom.OFFSET_IN_COLLISION) < -clsGroundAtom.MAX_OFFSET) { isLeft = false; } if (isRight && !isLeft) { // can only evade right refGroundAtom.Offset_Distance += clsGroundAtom.OFFSET_IN_COLLISION; } else if (isLeft && !isRight) { // can only evade left refGroundAtom.Offset_Distance -= clsGroundAtom.OFFSET_IN_COLLISION; } else if (isLeft && isRight) { // decide whether to turn right or left based on social comparison to most similar clsGroundAtom mostSimilar = SocialComparison.findMostSimilarByDistanceAndAzimuth(refGroundAtom); if (mostSimilar != null) { SocialComparison.setOffsetTowardsMostSimilar(refGroundAtom, mostSimilar); } else { // no similar agent - pick a side randomly if (Util.random.NextDouble() > 0.5) { refGroundAtom.Offset_Distance += clsGroundAtom.OFFSET_IN_COLLISION; } else { refGroundAtom.Offset_Distance -= clsGroundAtom.OFFSET_IN_COLLISION; } } } if (refGroundAtom.Offset_Distance < -clsGroundAtom.MAX_OFFSET) { refGroundAtom.Offset_Distance = -clsGroundAtom.MAX_OFFSET; refGroundAtom.Offset_Azimuth = 0; return; } else if (refGroundAtom.Offset_Distance > clsGroundAtom.MAX_OFFSET) { refGroundAtom.Offset_Distance = clsGroundAtom.MAX_OFFSET; refGroundAtom.Offset_Azimuth = 0; return; } // refGroundAtom.Offset_Distance += clsGroundAtom.OFFSET_IN_COLLISION;// 2*clsGroundAtom.RADIUS; if (refGroundAtom.Offset_Distance < 0) { refGroundAtom.Offset_Azimuth = 180 - refGroundAtom.Offset_Azimuth; } // -------------------------------------------------------------------------- // Yinon Douchan: Commented out - Why are you assigning offsetted position to route position? This caused bugs in movement //nextRoute_X = X_Distination; //nextRoute_Y = Y_Distination; // ------------------------------------------------------------------------------------ // AzimDepl = currentAzimuth + refGroundAtom.Offset_Azimuth; // if (AzimDepl >= 360) AzimDepl = AzimDepl - 360; // TerrainService.MathEngine.CalcProjectedLocationNew(X_Distination, Y_Distination, AzimDepl, refGroundAtom.Offset_Distance, out X_Distination, out Y_Distination);//, true); // Yinon Douchan: Commented out - This caused the simulator to enter an endless loop //goto Lab1; // --------------------------------------------------------------------------------- //AzimDepl = currentAzimuth + refGroundAtom.Offset_Azimuth; //if (AzimDepl >= 360) AzimDepl = AzimDepl - 360; } else { refGroundAtom.X_Route = nextRoute_X; refGroundAtom.Y_Route = nextRoute_Y; refGroundAtom.currentLeg = nextLeg; refGroundAtom.X_Distination = X_Distination; refGroundAtom.Y_Distination = Y_Distination; refGroundAtom.MoveToDestination(refGroundAtom.m_GameObject.m_GameManager.GroundCycleResolution); } //List<clsGroundAtom> colAtoms = refGroundAtom.m_GameObject.m_GameManager.QuadTreeGroundAtom.SearchEntities(refGroundAtom.curr_X, refGroundAtom.curr_Y, 10, isPrecise: true); //foreach (clsGroundAtom atom in colAtoms) //{ // if(atom!=refGroundAtom) // { // refGroundAtom.isCollision = true; // break; // } //} //if (refGroundAtom.currentLeg > refGroundAtom.currentRoute.arr_legs.Count) //-1) // refActivityMovement.RouteActivity.Points.Count()-1) // { // refActivityMovement.isEnded = true; // refActivityMovement.isActive = false; // refGroundAtom.currentRoute = null; // refGroundAtom.ChangeState(new ADMINISTRATIVE_STATE()); // return; // } //else //{ // refGroundAtom.Move(refGroundAtom.m_GameObject.m_GameManager.GroundCycleResolution); //} }