Difference between revisions of "Talk:Advancing Velocity"
(Created page with 'I tried using the sign of the advancing velocity in CassiusClay version 1.9.6.10. But I think maybe I did that segmentation the wrong way. This is the relevant code: <pre> doubl…') |
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I tried using the sign of the advancing velocity in CassiusClay version 1.9.6.10. But I think maybe I did that segmentation the wrong way. This is the relevant code: | I tried using the sign of the advancing velocity in CassiusClay version 1.9.6.10. But I think maybe I did that segmentation the wrong way. This is the relevant code: | ||
<pre> | <pre> | ||
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wave.approachSignIndex = 1 + (approachVelocity == 0 ? 0 : PUtils.sign(approachVelocity)); | wave.approachSignIndex = 1 + (approachVelocity == 0 ? 0 : PUtils.sign(approachVelocity)); | ||
</pre> | </pre> | ||
− | -- [[PEZ]] | + | -- [[User:PEZ|PEZ]] |
This is how I calculate advancing velocity, so assuming enemyBearing above is the abs bearing then it's exactly the same. | This is how I calculate advancing velocity, so assuming enemyBearing above is the abs bearing then it's exactly the same. | ||
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But most of all I think comparing that double to 0 is way to restrictive. Have some margin instead perhaps? This is coming from somone with 50 less score of course though... | But most of all I think comparing that double to 0 is way to restrictive. Have some margin instead perhaps? This is coming from somone with 50 less score of course though... | ||
− | -- [[Pulsar]] | + | -- [[User:Pulsar|Pulsar]] |
− | Yes, I always forget about the danger in comparing doubles to 0. But in this case it might hold since it's a true zero value in the velocity reading I want to check for. I'll test with some debug outputting now. Thanks! -- [[PEZ]] | + | Yes, I always forget about the danger in comparing doubles to 0. But in this case it might hold since it's a true zero value in the velocity reading I want to check for. I'll test with some debug outputting now. Thanks! -- [[User:PEZ|PEZ]] |
− | Yup. You are entirely right. I get very few hits in the middle bucket the above way. In fact I get exactly what I asked for when thinking zero velocity would be the mid bucket. That's not very good... -- [[PEZ]] | + | Yup. You are entirely right. I get very few hits in the middle bucket the above way. In fact I get exactly what I asked for when thinking zero velocity would be the mid bucket. That's not very good... -- [[User:PEZ|PEZ]] |
Latest revision as of 03:20, 22 October 2010
Migrated from old wiki
I tried using the sign of the advancing velocity in CassiusClay version 1.9.6.10. But I think maybe I did that segmentation the wrong way. This is the relevant code:
double approachVelocity = e.getVelocity() * -Math.cos(e.getHeadingRadians() - enemyBearing); wave.approachSignIndex = 1 + (approachVelocity == 0 ? 0 : PUtils.sign(approachVelocity));
-- PEZ
This is how I calculate advancing velocity, so assuming enemyBearing above is the abs bearing then it's exactly the same.
double advancingvelocity = -Math.cos(firedAt.getValue(firedAt.heading, stepsBack)-PulsarMax.robotStats.getAbsBearingTo(firedAt, stepsBack))*firedAt.getValue(firedAt.velocity, stepsBack);
Clearer:
double advancingvelocity = -Math.cos(enemyHeading-absBearingToEnemy)*enemyVelocity;
But most of all I think comparing that double to 0 is way to restrictive. Have some margin instead perhaps? This is coming from somone with 50 less score of course though...
-- Pulsar
Yes, I always forget about the danger in comparing doubles to 0. But in this case it might hold since it's a true zero value in the velocity reading I want to check for. I'll test with some debug outputting now. Thanks! -- PEZ
Yup. You are entirely right. I get very few hits in the middle bucket the above way. In fact I get exactly what I asked for when thinking zero velocity would be the mid bucket. That's not very good... -- PEZ