public static TaskResults Run(Coaster coaster) { TaskResults taskResults = TaskResults.Successful; taskResults = BuildToYaw.Run( coaster, new List <float>() { MathHelper.KeepBetween360Degrees(coaster.Tracks[Rules.lastCollsionIndex].Yaw), MathHelper.KeepBetween360Degrees(coaster.Tracks[Rules.lastCollsionIndex].Yaw + 180), MathHelper.KeepBetween360Degrees(Builder.lastRuleIssueTrack.Yaw + 180) }); return(taskResults); //if(taskResults == TaskResults.Successful) //{ // return taskResults; //} ////Go To XYZ //float x = coaster.LastTrack.X; //float y = coaster.LastTrack.Y; //float z = coaster.LastTrack.Z; ////Determine //x = x + (float)(Math.Cos(MathHelper.ToRadians(coaster.LastTrack.Yaw)) * Math.Cos(MathHelper.ToRadians(coaster.LastTrack.Pitch)) * Globals.TRACK_LENGTH * 10); //y = y + (float)(Math.Sin(MathHelper.ToRadians(coaster.LastTrack.Yaw)) * Math.Cos(MathHelper.ToRadians(coaster.LastTrack.Pitch)) * Globals.TRACK_LENGTH * 10); //z = z + (float)(Math.Sin(MathHelper.ToRadians(coaster.LastTrack.Pitch)) * Globals.TRACK_LENGTH * 10); ////Check if there in bonunds and that there is no track at that location ////Try To Build To them ////If Fail return fail. }
public static TaskResults Run(Coaster coaster) { List <float> angles = new List <float>() { 90, 270, MathHelper.KeepBetween360Degrees(Builder.lastRuleIssueTrack.Yaw + 180) }; return(BuildToYaw.Run(coaster, angles)); }