Пример #1
0
        /* calculates new movementPoint based on next waypoint
        /****************************************************************/
        private MovementObject GetNextMovementPoint(double x, double y)
        {
            var movementObject = new MovementObject();

            double movementX = _mapExplored.WaypointActive.X - x;
            double movementY = _mapExplored.WaypointActive.Y - y;

            double posX;
            double posY;

            int dirX = movementX >= 0 ? 1 : -1;
            int dirY = movementY >= 0 ? 1 : -1;

            movementX = Math.Abs(movementX);
            movementY = Math.Abs(movementY);

            if (movementX >= movementY)
            {
                posX = x + 1 * dirX;
                posY = y + (1 / movementX * movementY) * dirY;
            }
            else
            {
                posY = y + 1 * dirY;
                posX = x + (1 / movementY * movementX) * dirX;
            }

            movementObject.X = posX;
            movementObject.Y = posY;

            return movementObject;
        }
Пример #2
0
		public MovementObject GetNextMove(double posX, double posY, double currentDirection)
		{
			AllowToRescan();

			// check if waypoint is reached
			if (ActiveWayPoint == null || HasReachedWayPoint(posX, posY))
            {
                LastValidPoint = ActiveWayPoint;
                _pathLog.Push(LastValidPoint);

				WayDecision.IgnoreDirection = false;

                if (!_waypointQueue.Any())
                {
                    CalculateNextTarget();
                }

                if (_waypointQueue.Count > 0)
                {
                    ActiveWayPoint = _waypointQueue.Dequeue();
                }
                else
                {
                    ActiveWayPoint = _pathLog.Pop();
                }

                //ActiveWayPoint = _waypointQueue.Dequeue();
                
			}

			MovementObject settingNew = new MovementObject(posX, posY, currentDirection);

			double targetDirection = CalculateTargetDirection(posX, posY, _mapExplored.WaypointActive);

			// either change direction or position
			if (IsPointingAtTarget(currentDirection, targetDirection)  || WayDecision.IgnoreDirection)
			{
				MovementObject positionNew = GetNextMovementPoint(posX, posY);
				settingNew.X = positionNew.X;
				settingNew.Y = positionNew.Y;
			}
			else
			{
				settingNew.Direction = AdjustDirection(currentDirection, targetDirection);
			}

			// add new movement point to map explored and mark as VISITED
			if (_mapExplored.GetStatus(settingNew.X, settingNew.Y) == MapElementStatus.Undiscovered)
			{
				_mapExplored.SetStatus(settingNew.X, settingNew.Y, MapElementStatus.Visited);
			}

			return settingNew;
		}
Пример #3
0
        /// <summary>
        /// Robot recognizes collision with obstacle and tells brain.
        /// Brain adds point to mapExplored and calculates new Waypoint.
        /// </summary>
        /// <param name="mo"></param>
        public void Collision(double posX, double posY, MovementObject mo)
        {
			// Only Handle Collision WayDecision if Robot is not driving backwards (which means that Robot already hat Collision)

            _waypointQueue.Clear();

            var DijkstraHelper = new DijkstraHelper(_mapExplored);
            Point NextPoint;

            do{
                NextPoint = _pathLog.Pop();
            } while(!DijkstraHelper.IsPointValid(NextPoint));

            ActiveWayPoint = NextPoint;
            return;

            WayDecision wd;
			
			if (!WayDecision.IgnoreDirection)
			{
				wd = new WayDecisionCollision(posX, posY, mo, _mapExplored);
				WayDecision.IgnoreDirection = true;
			}
			else
			{
				wd = new WayDecisionCollisionBackwards(posX, posY, mo, _mapExplored);
				WayDecision.IgnoreDirection = false;
			}

			// CalculateNextTarget();
			// _mapExplored.WaypointActive = _waypointQueue.Dequeue();

			CreateNextWaypoint(wd);
        }
Пример #4
0
        private bool IsValidMove(MovementObject mo)
        {
            Robot collisionDummy = null;

            try
            {
                IsCollidable = false;
                collisionDummy = (Robot)this.Clone();

                collisionDummy.ApplyTo(_mapArea);
                Map.Add(collisionDummy);
                collisionDummy.Bind(Map);

                // set new position
                collisionDummy.SetPos(mo.X, mo.Y);

                if (collisionDummy.IsOverlapping())
                {
                    _brain.Collision(_positionX, _positionY, mo);
                    return false;
                }

                return true;
            }
            finally
            {
                IsCollidable = true;
                if (collisionDummy != null)
                {
                    collisionDummy.Dispose();
                    collisionDummy.Remove(_mapArea);
                }
            }
        }