Difference between revisions of "User:Chase-san/MovSim"
Jump to navigation
Jump to search
(added copy function) |
m (removing decel toggle (since rumble has been updated)) |
||
Line 9: | Line 9: | ||
public final class Simulator { | public final class Simulator { | ||
− | |||
− | |||
public Point2D.Double position; | public Point2D.Double position; | ||
public double heading; | public double heading; | ||
Line 87: | Line 85: | ||
//If this is the case then we are always slowing down | //If this is the case then we are always slowing down | ||
if(absVelocity < Rules.DECELERATION) { | if(absVelocity < Rules.DECELERATION) { | ||
− | // | + | //Limit pass over zero, special rules are here for this |
double beyondZero = Math.abs(absVelocity - Rules.DECELERATION); | double beyondZero = Math.abs(absVelocity - Rules.DECELERATION); | ||
− | + | acceleration = absVelocity + (beyondZero /= 2.0); | |
− | + | ||
− | |||
− | |||
− | |||
//Limit our acceleration so it does not go beyond max when passing over zero | //Limit our acceleration so it does not go beyond max when passing over zero | ||
if(beyondZero > maxVelocity) | if(beyondZero > maxVelocity) |
Revision as of 06:44, 16 July 2011
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.
import robocode.Rules;
import robocode.util.Utils;
public final class Simulator {
public Point2D.Double position;
public double heading;
public double velocity;
public double headingDelta;
public double maxVelocity;
public double angleToTurn;
public int direction;
public Simulator() {
position = new Point2D.Double();
maxVelocity = Rules.MAX_VELOCITY;
direction = 1;
}
public void setLocation(double x, double y) {
position.x = x;
position.y = y;
}
public Simulator copy() {
Simulator copy = new Simulator();
copy.position.setLocation(this.position);
copy.heading = this.heading;
copy.velocity = this.velocity;
copy.headingDelta = this.headingDelta;
copy.maxVelocity = this.maxVelocity;
copy.angleToTurn = this.angleToTurn;
copy.direction = this.direction;
return copy;
}
public void step() {
////////////////
//Heading
double lastHeading = heading;
double turnRate = Rules.getTurnRateRadians(Math.abs(velocity));
double turn = Math.min(turnRate, Math.max(angleToTurn, -turnRate));
heading = Utils.normalNearAbsoluteAngle(heading + turn);
angleToTurn -= turn;
////////////////
//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);
//Handles direction zero stop
if(direction == 0) {
maxVelocity = 0;
direction = velDirection;
}
//Handles speedup from zero
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) {
//Limit pass over zero, special rules are here for this
double beyondZero = Math.abs(absVelocity - Rules.DECELERATION);
acceleration = absVelocity + (beyondZero /= 2.0);
//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
position.x += Math.sin(heading) * velocity;
position.y += Math.cos(heading) * velocity;
}
headingDelta = Utils.normalRelativeAngle(heading - lastHeading);
}
}