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); }