Пример #1
0
        public static Turn ControlRocket(Rocket rocket, Vector target)
        {
            double targetAngle                 = Math.Atan2((target - rocket.Location).Y, (target - rocket.Location).X);
            double rocketDirectionAngle        = Math.Atan2(Math.Sin(rocket.Direction), Math.Cos(rocket.Direction));
            double velocityAngle               = rocket.Velocity.Angle;
            double difBetweenTargetAndVelocity = DifferenceBetweenAngles(targetAngle, velocityAngle);
            double idealRocketDirectionAngle;

            if (Math.Abs(difBetweenTargetAndVelocity) < Math.PI / 4)
            {
                idealRocketDirectionAngle = targetAngle + difBetweenTargetAndVelocity;
            }
            else
            {
                idealRocketDirectionAngle = targetAngle + Math.PI / 8;
            }
            idealRocketDirectionAngle = Math.Atan2(Math.Sin(idealRocketDirectionAngle), Math.Cos(idealRocketDirectionAngle));             // «десь необходим угол без дополнительных кругов.
            double difBetweenIdealAndRealRocketDir = DifferenceBetweenAngles(idealRocketDirectionAngle, rocketDirectionAngle);

            return(difBetweenIdealAndRealRocketDir > 0 ? Turn.Right : difBetweenIdealAndRealRocketDir < 0 ? Turn.Left : Turn.None);
        }
Пример #2
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        private static Dictionary <String, Gravity> CreateLevelsDictionary(Rocket rocket, Vector target)
        {
            var levelGravity = new Dictionary <string, Gravity>();

            levelGravity.Add("Zero", (size, v) => Vector.Zero);
            levelGravity.Add("Heavy", (size, v) => new Vector(0, 0.9));
            levelGravity.Add("Up", (size, v) => new Vector(0, -300 / (size.Height - v.Y + 300.0)));
            levelGravity.Add("WhiteHole", (size, v) =>
            {
                var toWhiteHole = v - target;
                return(toWhiteHole.Normalize() * 140 * toWhiteHole.Length
                       / (toWhiteHole.Length * toWhiteHole.Length + 1));
            });
            levelGravity.Add("BlackHole", (size, v) =>
            {
                var toBlackHole = v - (target + rocket.Location) / 2;
                return(toBlackHole.Normalize() * -300 * toBlackHole.Length
                       / (toBlackHole.Length * toBlackHole.Length + 1));
            });
            levelGravity.Add("BlackAndWhite",
                             (size, v) =>
                             (levelGravity["WhiteHole"](size, v) + levelGravity["BlackHole"](size, v)) / 2);
            return(levelGravity);
        }
Пример #3
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        public static Turn ControlRocket(Rocket rocket, Vector target)
        {
            var    distanceVector = target - rocket.Location;
            double totalAngle     = distanceVector.Angle - rocket.Direction;

            if (Math.Abs(distanceVector.Angle - rocket.Direction) < 0.5 ||
                Math.Abs(distanceVector.Angle - rocket.Velocity.Angle) < 0.5)
            {
                totalAngle = (totalAngle + distanceVector.Angle - rocket.Velocity.Angle) / 2;
            }

            if (totalAngle > 0)
            {
                return(Turn.Right);
            }
            else if (totalAngle < 0)
            {
                return(Turn.Left);
            }
            else
            {
                return(Turn.None);
            }
        }
Пример #4
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        private static IEnumerable <Level> LevelsWithHoles()
        {
            var     rocket       = new Rocket(new Vector(200, 500), Vector.Zero, -0.5 * Math.PI);
            var     target       = new Vector(700, 500);
            var     blackhole    = (target + rocket.Location) * 0.5;
            Gravity whiteGravity = (size, v) => {
                var dir = target - v;
                var d   = dir.Length;
                return(dir.Normalize() * -140 * d / (d * d + 1));
            };
            Gravity blackGravity = (size, v) => {
                var dir = blackhole - v;
                var d   = dir.Length;
                return(dir.Normalize() * 300 * d / (d * d + 1));
            };
            Gravity mixedGravity = (size, v) =>
                                   (whiteGravity(size, v) + blackGravity(size, v)) * 0.5;

            yield return(new Level("WhiteHole", rocket, target, whiteGravity, standardPhysics));

            yield return(new Level("BlackHole", rocket, target, blackGravity, standardPhysics));

            yield return(new Level("BlackAndWhite", rocket, target, mixedGravity, standardPhysics));
        }
Пример #5
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        static IEnumerable <Level> HolesThere()
        {
            var     rocket    = new Rocket(new Vector(220, 520), Vector.Zero, -0.5 * Math.PI);
            var     finishDot = new Vector(700, 500);
            var     black     = 0.5 * (finishDot + rocket.Location);
            Gravity blackAttr = (size, v) => {
                var dir = black - v;
                var d   = dir.Length;
                return(d * dir.Normalize() * 300 / (1 + d * d));
            };
            Gravity whiteAttr = (size, v) => {
                var comm = finishDot - v;
                var c    = comm.Length;
                return(c * comm.Normalize() * -140 / (1 + c * c));
            };
            Gravity summAttr = (size, v) =>
                               (blackAttr(size, v) + whiteAttr(size, v)) * 0.5;

            yield return(new Level("WhiteHole", rocket, finishDot, whiteAttr, standardPhysics));

            yield return(new Level("BlackHole", rocket, finishDot, blackAttr, standardPhysics));

            yield return(new Level("BlackAndWhite", rocket, finishDot, summAttr, standardPhysics));
        }
Пример #6
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 private static Level CreateLevel(string name, Rocket rocket, Vector target, Gravity gravity) =>
 new Level(name, rocket, target, gravity, standardPhysics);
Пример #7
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 public static Turn ControlRocket(Rocket rocket, Vector target)
 {
     return(Turn.None);
 }
Пример #8
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 public void Reset()
 {
     Rocket = InitialRocket;
 }
Пример #9
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        public void Move(Size spaceSize, Turn turn)
        {
            var force = My_ForcesTask.Sum(My_ForcesTask.GetThrustForce(1.0), My_ForcesTask.ConvertGravityToForce(Gravity, spaceSize));

            Rocket = physics.MoveRocket(Rocket, force, turn, spaceSize, 0.3);
        }
Пример #10
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 private static bool IsTooFast(Rocket rocket) => Math.Abs(rocket.Velocity.Angle - rocket.Direction) > SpeedLimit;