コード例 #1
0
        //Different from PieSliceSensorArray in that EnemyRobots are used as targets instead
        // of goal points. 
        public void update(Engine.Environment env, List<Robot> robots, CollisionManager cm)
        {
            List<float> translatedEnemyAngles = new List<float>();
            // Start at 1: Assume all robots after first are enemies
            for (int i = 1; i < robots.Count; i++)
            {
                EnemyRobot er = (EnemyRobot) robots[i];
                if (!er.stopped) // Only sense prey robots that are active
                {
                    Point2D temp = new Point2D((int)er.location.x, (int)er.location.y);

                    temp.rotate((float)-(owner.heading), owner.circle.p);  //((float)-(owner.heading * 180.0 / 3.14), owner.circle.p);

                    //translate with respect to location of navigator
                    temp.x -= (float)owner.circle.p.x;
                    temp.y -= (float)owner.circle.p.y;

                    //what angle is the vector between target & navigator
                    float angle = angleValue((float)temp.x, (float)temp.y);// (float)temp.angle();

                    translatedEnemyAngles.Add(angle);
                }
            }

            //fire the appropriate radar sensor
            for (int i = 0; i < radarAngles1.Count; i++)
            {
                signalsSensors[i].setSignal(0.0);

                for (int a = 0; a < translatedEnemyAngles.Count; a++)
                {
                    float angle = translatedEnemyAngles[a];

                    if (angle >= radarAngles1[i] && angle < radarAngles2[i])
                    {
                        signalsSensors[i].setSignal(1.0);
                    }

                    if (angle + 360.0 >= radarAngles1[i] && angle + 360.0 < radarAngles2[i])
                    {
                        signalsSensors[i].setSignal(1.0);
                    }
                }
            }

        }
コード例 #2
0
        //per default we use the goal point of the environment as our target point. 
        public void update(Engine.Environment env, List<Robot> robots, CollisionManager cm)
        {
            Point2D temp = new Point2D((int)env.goal_point.x, (int)env.goal_point.y);

            temp.rotate((float)-(owner.heading), owner.circle.p);  //((float)-(owner.heading * 180.0 / 3.14), owner.circle.p);

            //translate with respect to location of navigator
            temp.x -= (float)owner.circle.p.x;
            temp.y -= (float)owner.circle.p.y;

            //what angle is the vector between target & navigator
            float angle = angleValue((float)temp.x, (float) temp.y);// (float)temp.angle();

        //!    angle *= 57.297f;//convert to degrees

            //fire the appropriate radar sensor
            for (int i = 0; i < radarAngles1.Count; i++)
            {
                signalsSensors[i].setSignal(0.0);
                //radar[i] = 0.0f;

                if (angle >= radarAngles1[i] && angle < radarAngles2[i])
                {
                    signalsSensors[i].setSignal(1.0);
                 //   Console.WriteLine(i);
                }
                //radar[i] = 1.0f;

                if (angle + 360.0 >= radarAngles1[i] && angle + 360.0 < radarAngles2[i])
                {
                    signalsSensors[i].setSignal(1.0);
                   // Console.WriteLine(i);
                }
//                    radar[i] = 1.0f;

                
               // inputs[sim_engine.robots[0].rangefinders.Count + i] = sim_engine.radar[i];

            }

        }