Precise MEA

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I tried a non-iterative MEA in Combat and it is working quite well. It doesn´t take velocity and heading in account, but it does take walls into account.

I modeled the problem as 2 intersecting circunferences (bot moving and bullet moving) and 1 intersecting line (wall). There are at most 2 points where the 3 intersect. Then repeating it for all 4 walls for 8 escape points. Add the 2 escape points from classic MEA (ignoring walls) for 10 escape points. Do some out of bounds checking on all points and then find which remaining 2 gives the widest MEA.

There are some loops but they are fixed and independent from bullet travel time. Making it very cheap to calculate.

I can post the algorithm later.

MN19:42, 8 March 2012