public static List <PointF> LinearMovement(PointF currentLocation, PointF targetLocation) { var result = new List <PointF>(); var distance = SpaceMapTools.GetDistance(currentLocation, targetLocation); for (var i = 0; i < distance; i++) { var x = (float)(currentLocation.X * (1 - (i / distance)) + targetLocation.X * (i / distance)); var y = (float)(currentLocation.Y * (1 - (i / distance)) + targetLocation.Y * (i / distance)); result.Add(new PointF(x, y)); } return(result); }
private Hashtable EnqueueMovementHistory(ICelestialObject mapCelestialObject, Hashtable allObjectsHistory) { var previousIteration = new SpaceMapObjectLocation { Distance = SpaceMapTools.GetDistance(mapCelestialObject.GetLocation(), mapCelestialObject.GetLocation()), Direction = mapCelestialObject.Direction, Status = MovementType.Linear, Coordinates = mapCelestialObject.GetLocation() }; if (allObjectsHistory.ContainsKey(mapCelestialObject.Id) == false) { // New celestial object in history collection var initialIteration = new SpaceMapObjectLocation { Distance = SpaceMapTools.GetDistance(mapCelestialObject.GetLocation(), mapCelestialObject.GetLocation()), Direction = mapCelestialObject.Direction, Status = MovementType.Linear, Coordinates = Coordinates.MoveObject(mapCelestialObject.GetLocation(), 2000, (mapCelestialObject.Direction - 180).To360Degrees()) }; var initialHistory = new FixedSizedQueue <SpaceMapObjectLocation>(_historyBufferSize); initialHistory.Enqueue(initialIteration); initialHistory.Enqueue(previousIteration); allObjectsHistory.Add(mapCelestialObject.Id, initialHistory); return(allObjectsHistory); } // Add new history point to exist celestial object movement history if (!(allObjectsHistory[mapCelestialObject.Id] is FixedSizedQueue <SpaceMapObjectLocation> currentObjectMovementHistory)) { return(allObjectsHistory); } currentObjectMovementHistory.Enqueue(previousIteration); allObjectsHistory[mapCelestialObject.Id] = currentObjectMovementHistory; return(allObjectsHistory); }
public CommandExecuteResult Execute(GameSession gameSession, Command command) { gameSession.AddHistoryMessage($"started.", GetType().Name, true); var explosion = gameSession.GetCelestialObject(command.CelestialObjectId).ToExplosion(); var destroyedSpaceships = new List <ICelestialObject>(); foreach (var celestialObject in gameSession.SpaceMap.CelestialObjects) { if (celestialObject.IsSpaceship() == false) { continue; } var spaceShip = celestialObject.ToSpaceship(); var distance = SpaceMapTools.GetDistance(celestialObject.GetLocation(), explosion.GetLocation()); if (distance < explosion.Radius * 2) { spaceShip.Damage(explosion.Damage); gameSession.AddHistoryMessage($"Spaceship {spaceShip.Name} get damage '{explosion.Damage}' from '{explosion.Name}'", GetType().Name); if (spaceShip.IsDestroyed) { destroyedSpaceships.Add(celestialObject); } } foreach (var destroyedSpaceship in destroyedSpaceships) { gameSession.RemoveCelestialObject(destroyedSpaceship); gameSession.AddHistoryMessage($"Spaceship {destroyedSpaceship.Name} was destroyed.", GetType().Name); } } return(new CommandExecuteResult { Command = command, IsResume = false }); }
public static List <SpaceMapObjectLocation> Calculate(PointF location, PointF center, double direction, int maxIterations = 500) { const int radius = 30; var result = new List <SpaceMapObjectLocation>(); var orbitInformation = SpaceMapTools.GetRadiusPoint(location, center, radius, direction); var orbitPoint = orbitInformation.StartLocation; var movementRotation = orbitInformation.Rotation; var distance = SpaceMapTools.GetDistance(center, location); if (distance > radius + 2) { var resultApproachMovement = Approach.Calculate(location, orbitPoint, direction, 10); foreach (var objectLocation in resultApproachMovement.Trajectory) { result.Add(objectLocation); } } else { var previousIteration = new SpaceMapObjectLocation { Distance = SpaceMapTools.GetDistance(center, location), Direction = direction, Status = MovementType.Orbit, Coordinates = new PointF(location.X, location.Y) }; result.Add(previousIteration); } // Here we on orbit of celestial object for (var iteration = 0; iteration < 500; iteration++) { var currentIteration = result[result.Count - 1]; distance = SpaceMapTools.GetDistance(center, currentIteration.Coordinates); float speedOrbit = 1; var directionDelta = 0; switch (movementRotation) { case OrbitRotation.Right: speedOrbit = 0.5f; directionDelta = +90; break; case OrbitRotation.Left: speedOrbit = -0.5f; directionDelta = -90; break; } var r = OrbitPrototype.Execute(center.ToVector2(), currentIteration.Coordinates.ToVector2(), speedOrbit, 1); var attackAzimuth = SpaceMapTools.GetAngleBetweenPoints(center.ToVector2(), r) + directionDelta; if (attackAzimuth < 0) { attackAzimuth = 360 + attackAzimuth; } if (attackAzimuth > 360) { attackAzimuth = attackAzimuth - 360; } result.Add(new SpaceMapObjectLocation { Distance = distance, Direction = attackAzimuth, Iteration = result.Count, Coordinates = r.ToPointF() }); } return(result); }
public static List <SpaceMapObjectLocation> CalculateIteration(PointF currentLocation, PointF targetLocation, double direction, double speed, int maxIterations = 2000) { const int agility = 5; var result = new List <SpaceMapObjectLocation>(); // In this case first iteration - start position for calculation. var previousIteration = new SpaceMapObjectLocation { Distance = SpaceMapTools.GetDistance(targetLocation, currentLocation), Direction = direction, Status = MovementType.Default, Coordinates = new PointF(currentLocation.X, currentLocation.Y) }; var currentStepInTurn = speed; for (var iteration = 0; iteration < maxIterations; iteration++) { var location = SpaceMapTools.Move(previousIteration.Coordinates.ToVector2(), 1, previousIteration.Direction); var iterationResult = new SpaceMapObjectLocation { Direction = previousIteration.Direction, Iteration = iteration, Coordinates = location.PointTo, Distance = SpaceMapTools.GetDistance(targetLocation, location.PointTo) }; // 0 - 360 degree var attackAzimuth = SpaceMapTools.GetAngleBetweenPoints(location.PointTo.ToVector2(), targetLocation.ToVector2()); // Turn angle var attackAngle = (int)SpaceMapTools.GetRotateDirection(iterationResult.Direction, attackAzimuth); var currentAgility = 0; if (speed == currentStepInTurn) { currentAgility = agility; } currentStepInTurn++; if (currentStepInTurn > speed) { currentStepInTurn = 0; } switch (attackAngle) { case var _ when attackAngle > 0: // > 0 left turn iterationResult.Direction -= currentAgility; iterationResult.Status = MovementType.Turn; break; case var _ when attackAngle < 0: // < 0 right turn iterationResult.Direction += currentAgility; iterationResult.Status = MovementType.Turn; break; case var _ when attackAngle == 0: // = 0 forward iterationResult.Status = MovementType.Linear; break; } if (iterationResult.Distance >= 2) { result.Add(iterationResult); } else { result.Add(iterationResult); break; } result.Add(iterationResult); previousIteration = iterationResult; } //result.Add(new SpaceMapObjectLocation { ScanRange = 0, Direction = direction, Iteration = result.Count, Coordinates = targetLocation }); return(result); }
public static Result Calculate(PointF currentLocation, PointF targetLocation, double direction, double speed, int maxIterations = 2000) { const int agility = 5; var result = new Result(); // In this case first iteration - start position for calculation. var previousIteration = new SpaceMapObjectLocation { Distance = SpaceMapTools.GetDistance(targetLocation, currentLocation), Direction = direction, Status = MovementType.Default, Coordinates = new PointF(currentLocation.X, currentLocation.Y) }; var currentStepInTurn = speed; for (var iteration = 0; iteration < maxIterations; iteration++) { var location = SpaceMapTools.Move(previousIteration.Coordinates.ToVector2(), 1, previousIteration.Direction); var iterationResult = new SpaceMapObjectLocation { Direction = previousIteration.Direction, Iteration = iteration, Coordinates = location.PointTo, Distance = SpaceMapTools.GetDistance(targetLocation, location.PointTo) }; // 0 - 360 degree var attackAzimuth = SpaceMapTools.GetAngleBetweenPoints(location.PointTo.ToVector2(), targetLocation.ToVector2()); // Turn angle var attackAngle = SpaceMapTools.GetRotateDirection(iterationResult.Direction, attackAzimuth); var currentAgility = 0; if ((int)speed == (int)currentStepInTurn) { currentAgility = agility; if (Math.Abs(attackAngle) < agility) { attackAngle = 0; iterationResult.Direction = attackAzimuth; } } currentStepInTurn++; if (currentStepInTurn > speed) { currentStepInTurn = 0; } switch (attackAngle) { case var _ when attackAngle > 1: // > 0 left turn iterationResult.Direction -= currentAgility; iterationResult.Status = MovementType.Turn; break; case var _ when attackAngle < -1: // < 0 right turn iterationResult.Direction += currentAgility; iterationResult.Status = MovementType.Turn; break; case var _ when attackAngle == 0: // = 0 forward iterationResult.Status = MovementType.Linear; break; case var _ when attackAngle == 1: // = 0 forward iterationResult.Status = MovementType.Linear; break; } if (iterationResult.Distance >= 2) { result.Trajectory.Add(iterationResult); } else { result.Trajectory.Add(iterationResult); break; } iterationResult.Direction = iterationResult.Direction.To360Degrees(); result.Trajectory.Add(iterationResult); previousIteration = iterationResult; if (iterationResult.Status == MovementType.Linear) { var linearIteration = 0; foreach (var points in LinearMovement(iterationResult.Coordinates, targetLocation)) { linearIteration++; result.Trajectory.Add(new SpaceMapObjectLocation { Coordinates = points, Distance = SpaceMapTools.GetDistance(targetLocation, points), Direction = iterationResult.Direction.To360Degrees(), Status = MovementType.Linear, Iteration = iterationResult.Iteration + linearIteration }); } break; } } return(result); }