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.
import java.awt.geom.Point2D;
import robocode.Rules;
import robocode.util.Utils;
/**
* A simulator class I wrote to make simulation simple.
*
* @author Chase
*/
public final class Simulate {
public Point2D.Double position;
public double heading;
public double velocity;
public double headingDelta;
public double maxVelocity;
public double angleToTurn;
public int direction;
/**
* Create a new Simulate class
*/
public Simulate() {
position = new Point2D.Double();
maxVelocity = Rules.MAX_VELOCITY;
direction = 1;
}
/**
* We can easily set the position with this.
*/
public void setLocation(double x, double y) {
position.x = x;
position.y = y;
}
/**
* Here we just make a copy of the simulator.
*/
public Simulate copy() {
Simulate copy = new Simulate();
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;
}
/**
* We calculate one step or turn into the future, and update the values accordingly
*/
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 speed = Math.abs(velocity);
maxVelocity = Math.abs(maxVelocity);
//Determine the current direction
int velDirection = (velocity > 0 ? (int)1 : (int)-1);
//Handles the zero direction, which means stop
if(direction == 0) {
maxVelocity = 0;
direction = velDirection;
}
//Handles speedup from zero
if(speed < 0.000001) {
velDirection = direction;
}
//Check if we are speeding up or slowing down
if(velDirection == direction) {
//We are speeding up or maintaining speed
if(speed <= maxVelocity) {
//We are speeding up
acceleration = Math.min(Rules.ACCELERATION, maxVelocity - speed);
} else {
//We are slowing down in the same direction
if(speed > maxVelocity)
acceleration = Math.max(-Rules.DECELERATION, maxVelocity - speed);
//else we are maintaining speed (do nothing)
}
} else {
//We are slowing down or stopping
if(speed < Rules.DECELERATION) {
//Limit pass over zero, special rules are here for this
double beyondZero = Math.abs(speed - Rules.DECELERATION);
acceleration = speed + (beyondZero /= 2.0);
//Limit our acceleration so it does not go beyond max when passing over zero
if(beyondZero > maxVelocity)
acceleration = speed + maxVelocity;
} else {
//Otherwise
acceleration = Rules.DECELERATION;
}
}
//Apply the direction to the acceleration, so we don't have
//to have a case for both directions
acceleration *= direction;
////////////////
//Velocity
velocity += acceleration;
////////////////
//Position
position.x += Math.sin(heading) * velocity;
position.y += Math.cos(heading) * velocity;
}
headingDelta = Utils.normalRelativeAngle(heading - lastHeading);
}
}