Fixing reversing and wall collisions
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parent
06ce7eefc8
commit
af418f1e6f
60
robot.go
60
robot.go
@ -186,7 +186,6 @@ type Instruction struct {
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// collided, if this happened.
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func (r *Robot) checkCollisions(g *Game, probe v.Vector2d) (bool, *v.Point2d, *Robot) {
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finalCollision := false
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collision := false
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closest := math.Inf(1)
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var intersection *v.Point2d
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var finalRobot *Robot
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@ -195,19 +194,29 @@ func (r *Robot) checkCollisions(g *Game, probe v.Vector2d) (bool, *v.Point2d, *R
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botSize := 5.0
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botPolygon := v.OrientedSquare(r.Position, r.Heading, botSize)
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// Check Walls
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r_walls := v.AABB2d{A: v.Point2d{X: botSize, Y: botSize}, B: v.Point2d{X: g.width - botSize, Y: g.height - botSize}}
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collision, _, wallIntersect := v.RectIntersection(r_walls, r.Position, probe)
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if collision && wallIntersect != nil {
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finalCollision = true
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if dist := r.Position.Sub(*wallIntersect).Mag(); dist < closest {
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intersection = wallIntersect
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closest = dist
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}
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bounds := []Obstacle{
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Obstacle{
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Bounds: v.AABB2d{A: v.Point2d{0, 0}, B: v.Point2d{0, g.width}},
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Hp: 0,
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},
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Obstacle{
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Bounds: v.AABB2d{A: v.Point2d{0, 0}, B: v.Point2d{0, g.height}},
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Hp: 0,
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},
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Obstacle{
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Bounds: v.AABB2d{A: v.Point2d{g.width, g.height}, B: v.Point2d{0, g.height}},
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Hp: 0,
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},
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Obstacle{
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Bounds: v.AABB2d{A: v.Point2d{g.width, g.height}, B: v.Point2d{g.width, 0}},
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Hp: 0,
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},
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}
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obstacles := append(g.obstacles, bounds...)
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// Check Obstacles
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for _, obj := range g.obstacles {
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for _, obj := range obstacles {
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// collision due to motion:
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collision, move_collision, translation := v.PolyPolyIntersection(
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botPolygon, probe, obj.Bounds.ToPolygon())
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@ -262,7 +271,7 @@ func (r *Robot) Tick(g *Game) {
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r.Hit = false
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r.scan(g)
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// Adjust Speed
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// Cap Target Speed
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if r.TargetSpeed > r.Stats.Speed {
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r.TargetSpeed = r.Stats.Speed
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}
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@ -271,19 +280,30 @@ func (r *Robot) Tick(g *Game) {
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r.TargetSpeed = -1.0 * r.Stats.Speed
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}
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if r.Speed < r.TargetSpeed {
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// Are we speeding up or slowing down?
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increase := true
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if float32(math.Abs(float64(r.Speed-r.TargetSpeed))) > v.Epsilon {
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increase = false
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}
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if increase {
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r.Speed += (r.Stats.Acceleration * r.Delta)
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// Stop us from going too far
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if r.Speed > r.TargetSpeed {
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r.Speed = r.TargetSpeed
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}
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} else if float32(math.Abs(float64(r.Speed-r.TargetSpeed))) > v.Epsilon {
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r.Speed -= (r.Stats.Acceleration * r.Delta)
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// Cap reverse to 1/2 speed
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if r.Speed < (-0.5 * r.TargetSpeed) {
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r.Speed = (-0.5 * r.TargetSpeed)
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}
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} else {
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r.Speed = r.TargetSpeed
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r.Speed -= (r.Stats.Acceleration * r.Delta)
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// Dont go too far
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if r.Speed < r.TargetSpeed {
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r.Speed = r.TargetSpeed
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}
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// Cap reverse at 1/4 top speed
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if r.Speed < (-0.25 * r.Stats.Speed) {
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r.Speed = (-0.25 * r.Stats.Speed)
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}
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}
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// Adjust Heading
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