private static VehicleState GetRandomNextState(VehicleState fromState, VehiclePrototype prototype, Random randomizer, float deltaTime) { VehicleDriveControls randomControl = GetRandomControl(fromState, prototype, randomizer, deltaTime); DynamicTransform2 resultingDynamic = prototype.VehicleDrive(fromState.DynamicTransform, randomControl, deltaTime); return(new VehicleState(resultingDynamic, randomControl)); }
public void ResetAndSetup(SimulationState currentSimState) { mTargetRootState = currentSimState.GetVehicle(mTargetID); mEnemyProjectiles.Clear(); VehiclePrototype controlledPrototype = mSimData.GetVehiclePrototype(mControlledID); VehicleState controlledState = currentSimState.GetVehicle(mControlledID); var projectiles = currentSimState.GetProjectiles(mTargetID); //Cache the projectile states for next frame, but onyl those with a chance of hiting foreach (var projectile in projectiles) { Vector2 relativePosition = controlledState.DynamicTransform.Position - projectile.Position; Vector2 relativeVelocity = controlledState.DynamicTransform.Velocity - projectile.Velocity; if (Vector2.Dot(relativePosition, relativeVelocity) < 0f) { if (!SimulationProcessor.ProjectileHitsVehicle(controlledState.DynamicTransform, controlledPrototype, projectile, mDeltaTime)) { DynamicPosition2 updatedProjectile = new DynamicPosition2(projectile.Position + mDeltaTime * projectile.Velocity, projectile.Velocity); mEnemyProjectiles.Add(projectile); } } } mOptions.Clear(); controlledPrototype.ControlConfig.GetPossibleControlChanges(controlledState.ControlState, mDeltaTime, mControlOptionCache); foreach (var driveControlOption in mControlOptionCache) { VehicleControls controlOption = new VehicleControls(driveControlOption); DynamicTransform2 resultingDynamicState = controlledPrototype.VehicleDrive(controlledState.DynamicTransform, driveControlOption, mDeltaTime); VehicleState resultingVehicleState = new VehicleState(resultingDynamicState, driveControlOption); //We should not care for the gun state... I thnk... Option option = new Option(controlOption, resultingVehicleState); mOptions.Add(option); } mControlOptionCache.Clear(); mIterations = 0; }