User:Chase-san/MovSim
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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;
System.out.println("acceleration : " + acceleration);
////////////////
//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;
}
}
}