示例#1
0
        public static ThrustMove NavigateShipTowardsTarget(GameMap gameMap, Ship ship, Position targetPos, int maxThrust, bool avoidObstacles = true,
                                                           int maxCorrections = Constants.MAX_NAVIGATION_CORRECTIONS, double angularStepRad = Constants.NAVIGATION_CORRECTION_STEP)
        {
            if (maxCorrections <= 0)
            {
                Log.LogMessage($"Pathfinding failed for ship {ship.GetId()}");
                return(null);
            }

            double distance = ship.GetDistanceTo(targetPos);
            double angleRad = ship.OrientTowardsInRad(targetPos);

            if (avoidObstacles && gameMap.ObjectsBetween(ship, targetPos).Any())
            {
                double   newTargetDx = Math.Cos(angleRad + angularStepRad) * distance;
                double   newTargetDy = Math.Sin(angleRad + angularStepRad) * distance;
                Position newTarget   = new Position(ship.GetXPos() + newTargetDx, ship.GetYPos() + newTargetDy);

                return(NavigateShipTowardsTarget(gameMap, ship, newTarget, maxThrust, true, (maxCorrections - 1)));
            }

            int thrust;

            if (distance < maxThrust)
            {
                // Do not round up, since overshooting might cause collision.
                thrust = (int)distance;
            }
            else
            {
                thrust = maxThrust;
            }

            if (thrust < 0)
            {
                angleRad += Math.PI;
                thrust   *= -1;
            }

            int angleDeg = Util.AngleRadToDegClipped(angleRad);

            return(new ThrustMove(ship, angleDeg, thrust));
        }
示例#2
0
        public static ThrustMove NavigateShipTowardsTarget(
            GameMap gameMap,
            Ship ship,
            Position targetPos,
            int maxThrust,
            bool avoidObstacles,
            int maxCorrections,
            double angularStepRad)
        {
            if (maxCorrections <= 0)
            {
                return(null);
            }

            double distance = ship.DistanceTo(targetPos);
            double angleRad = ship.OrientTowardsInRad(targetPos);

            if (avoidObstacles && gameMap.ObjectsBetween(ship, targetPos).Any())
            {
                double   newTargetDx = Math.Cos(angleRad + angularStepRad) * distance;
                double   newTargetDy = Math.Sin(angleRad + angularStepRad) * distance;
                Position newTarget   = new Position(ship.XPos + newTargetDx, ship.YPos + newTargetDy);

                return(NavigateShipTowardsTarget(gameMap, ship, newTarget, maxThrust,
                                                 true, (maxCorrections - 1), angularStepRad));
            }

            int thrust;

            if (distance < maxThrust)
            {
                // Do not round up, since overshooting might cause collision.
                thrust = (int)distance;
            }
            else
            {
                thrust = maxThrust;
            }

            int angleDeg = Util.AngleRadToDegClipped(angleRad);

            return(new ThrustMove(ship, angleDeg, thrust));
        }
示例#3
0
        public static ThrustMove CrashIntoOpposingPlanets(
            GameMap gameMap,
            Ship ship,
            Position targetPos,
            int maxThrust,
            int maxCorrections,
            double angularStepRad)
        {
            if (maxCorrections <= 0)
            {
                return(null);
            }

            double distance = ship.GetDistanceTo(targetPos);
            double angleRad = ship.OrientTowardsInRad(targetPos);

            if (gameMap.ObjectsBetween(ship, targetPos).Any(o => o.GetOwner() == ship.GetOwner()))
            {
                double   newTargetDx = Math.Cos(angleRad + angularStepRad) * distance;
                double   newTargetDy = Math.Sin(angleRad + angularStepRad) * distance;
                Position newTarget   = new Position(ship.GetXPos() + newTargetDx, ship.GetYPos() + newTargetDy);

                return(CrashIntoOpposingPlanets(gameMap, ship, newTarget, maxThrust, (maxCorrections - 1), angularStepRad));
            }

            int thrust;

            if (distance < maxThrust)
            {
                // Do not round up, since overshooting might cause collision.
                thrust = (int)distance;
            }
            else
            {
                thrust = maxThrust;
            }

            int angleDeg = Util.AngleRadToDegClipped(angleRad);

            return(new ThrustMove(ship, angleDeg, thrust));
        }