User:Chase-san/MovSim

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< User:Chase-san
Revision as of 01:50, 14 July 2010 by Chase-san (talk | contribs) (removing a debug print)
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This is the move simulator I created, for use in Precise Prediction, it was influenced by Albert's Precise Prediction code. Unlike his it doesn't handle distance, but that is a very complicated set of code (which I might add later if there is a need).

This and all my other code in which I display on the robowiki falls under the ZLIB License.

package chase.s2.move;

import java.awt.geom.Point2D;

import robocode.Rules;
import robocode.util.Utils;

public class MovSim2 {
	//New DeAccel Rule, cannot go from -1 to 1, would go from -1 to 0.5
	public static final boolean useNewDeaccelRule = true;
	
	public static final MovSim2Stat step(Point2D p, double velocity, int direction, double heading, double angle) {
		return step(p.getX(), p.getY(), velocity, Rules.MAX_VELOCITY, direction, heading, angle);
	}
	
	//For Dead Code
	@SuppressWarnings("all")
	public static final MovSim2Stat step(double x, double y, double velocity, double maxVelocity,
			int direction, double heading, double angleToTurn) {
		
		////////////////
		//Heading
		double lastHeading = heading;
		double turnRate = Rules.getTurnRateRadians(velocity);
		if(Math.abs(angleToTurn) < turnRate) heading += angleToTurn;
		else heading += turnRate * Math.signum(angleToTurn);
		heading = Utils.normalAbsoluteAngle(heading);
		
		////////////////
		//Movement
		if(direction != 0 || velocity != 0.0) {
			////////////////
			//Acceleration
			double acceleration = 0;
			double absVelocity = Math.abs(velocity);
			maxVelocity = Math.abs(maxVelocity);
			
			//Stop and ask for directions
			int velDirection = (velocity > 0 ? (int)1 : (int)-1);
			
			if(direction == 0) {
				maxVelocity = 0;
				direction = velDirection;
			}
			
			if(absVelocity < 0.000001) {
				velDirection = direction;
			}
			
			//Check directions
			if(velDirection == direction) {
				if(absVelocity <= maxVelocity) {
					//We are speeding up
					acceleration = Math.min(Rules.ACCELERATION, maxVelocity - absVelocity);
				} else {
					//We are slowing down in the same direction
					if(absVelocity > maxVelocity)
						acceleration = Math.max(-Rules.DECELERATION, maxVelocity - absVelocity);
				}
			} else {
				//If this is the case then we are always slowing down
				if(absVelocity < Rules.DECELERATION) {
					//Do we pass over zero, special rules are here for this
					double beyondZero = Math.abs(absVelocity - Rules.DECELERATION);
					if(useNewDeaccelRule) {
						acceleration = absVelocity + (beyondZero /= 2.0);
					} else {
						acceleration = Rules.DECELERATION;
					}
					//Limit our acceleration so it does not go beyond max when passing over zero
					if(beyondZero > maxVelocity)
						acceleration = absVelocity + maxVelocity;
				} else {
					//Otherwise
					acceleration = Rules.DECELERATION;
				}
			}
			
			acceleration *= direction;
			
			////////////////
			//Velocity
			velocity = Math.min(Math.max(-Rules.MAX_VELOCITY, velocity + acceleration), Rules.MAX_VELOCITY);
			
			////////////////
			//Position
			x += velocity * Math.sin(heading);
			y += velocity * Math.cos(heading);
		}
		return new MovSim2Stat(x,y,velocity,heading,Utils.normalRelativeAngle(heading - lastHeading));
	}
	
	
	public static final MovSim2Stat stepWall(double x, double y, double velocity, double maxVelocity,
			int direction, double heading, double angleToTurn, double fieldW, double fieldH) {
		MovSim2Stat stat = step(x,y,velocity,maxVelocity,direction, heading, angleToTurn);
		if (stat.x < 18 || stat.y < 18 || stat.x > fieldW - 18 || stat.y > fieldH - 18) {
			stat.v = 0;
			stat.x = Math.max(18, Math.min(fieldW - 18, stat.x));
			stat.y = Math.max(18, Math.min(fieldH - 18, stat.y));
		}
		return stat;
	}
	
	public static final class MovSim2Stat {
		public double x, y;
		public double v, h, w; //w = heading change
		public MovSim2Stat(double x, double y, double v, double h, double w) {
			this.x = x;
			this.y = y;
			this.v = v;
			this.h = h;
			this.w = w;
		}
	}
}