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https://github.com/michaelrausch/Party-Parrots-At-Sea.git
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WIP: Second commit for seperating server and client yacht classes
tags: #story[1124]
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package seng302.model;
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import java.util.HashMap;
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import java.util.Observable;
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import java.util.Observer;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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import seng302.gameServer.GameState;
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import seng302.model.mark.Mark;
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import seng302.utilities.GeoUtility;
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/**
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* Yacht class for the racing boat. <p> Class created to store more variables (eg. boat statuses)
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* compared to the XMLParser boat class, also done outside Boat class because some old variables are
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* not used anymore.
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*/
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public class ServerYacht extends Observable {
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private Logger logger = LoggerFactory.getLogger(Yacht.class);
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public static final Double TURN_STEP = 5.0;
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private String boatType;
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private Integer sourceId;
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private String hullID; //matches HullNum in the XML spec.
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private String shortName;
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private String boatName;
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private String country;
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private Double lastHeading;
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private Boolean sailIn;
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private Double heading;
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private GeoPoint location;
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private Double currentVelocity;
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private Boolean isAuto;
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private Double autoHeading;
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private Integer currentMarkSeqID = 0;
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private GeoPoint lastLocation;
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private Boolean hasEnteredRoundingZone;
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private Mark closestCurrentMark;
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private Boolean hasPassedLine;
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private Boolean hasPassedThroughGate;
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private Boolean finishedRace;
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public ServerYacht(String boatType, Integer sourceId, String hullID, String shortName,
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String boatName, String country) {
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this.boatType = boatType;
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this.sourceId = sourceId;
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this.hullID = hullID;
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this.shortName = shortName;
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this.boatName = boatName;
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this.country = country;
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this.sailIn = false;
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this.isAuto = false;
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this.location = new GeoPoint(57.670341, 11.826856);
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this.lastLocation = location;
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this.heading = 120.0; //In degrees
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this.currentVelocity = 0d; //in mms-1
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this.hasEnteredRoundingZone = false;
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this.hasPassedLine = false;
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this.hasPassedThroughGate = false;
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this.finishedRace = false;
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}
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/**
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* Changes the boats current currentVelocity by a set amount, positive or negative
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*
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* @param velocityChange The ammount to change the currentVelocity by, in mms-1
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*/
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public void changeVelocity(Double velocityChange) {
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currentVelocity += velocityChange;
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}
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/**
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* Updates the boat to a new GeoPoint whilst preserving the last location
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*
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* @param secondsElapsed The seconds elapsed since the last update of this yacht
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*/
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public void updateLocation(Double secondsElapsed) {
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lastLocation = location;
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location = GeoUtility.getGeoCoordinate(location, heading, currentVelocity * secondsElapsed);
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}
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/**
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* Add ServerToClientThread as the observer, this observer pattern mainly server for the boat
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* rounding package.
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*/
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@Override
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public void addObserver(Observer o) {
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super.addObserver(o);
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}
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/**
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* Adjusts the heading of the boat by a given amount, while recording the boats last heading.
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*
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* @param amount the amount by which to adjust the boat heading.
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*/
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public void adjustHeading(Double amount) {
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Double newVal = heading + amount;
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lastHeading = heading;
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heading = (double) Math.floorMod(newVal.longValue(), 360L);
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}
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/**
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* Swaps the boats direction from one side of the wind to the other.
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*/
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public void tackGybe(Double windDirection) {
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if (isAuto) {
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disableAutoPilot();
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} else {
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Double normalizedHeading = normalizeHeading();
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Double newVal = (-2 * normalizedHeading) + heading;
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Double newHeading = (double) Math.floorMod(newVal.longValue(), 360L);
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setAutoPilot(newHeading);
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}
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}
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/**
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* Enables the boats auto pilot feature, which will move the boat towards a given heading.
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*
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* @param thisHeading The heading to move the boat towards.
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*/
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private void setAutoPilot(Double thisHeading) {
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isAuto = true;
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autoHeading = thisHeading;
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}
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/**
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* Disables the auto pilot function.
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*/
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public void disableAutoPilot() {
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isAuto = false;
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}
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/**
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* Moves the boat towards the given heading when the auto pilot was set. Disables the auto pilot
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* in the event that the boat is within the range of 1 turn step of its goal.
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*/
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public void runAutoPilot() {
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if (isAuto) {
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turnTowardsHeading(autoHeading);
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if (Math.abs(heading - autoHeading)
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<= TURN_STEP) { //Cancel when within 1 turn step of target.
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isAuto = false;
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}
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}
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}
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public void toggleSailIn() {
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sailIn = !sailIn;
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}
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public void turnUpwind() {
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disableAutoPilot();
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Double normalizedHeading = normalizeHeading();
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if (normalizedHeading == 0) {
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if (lastHeading < 180) {
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adjustHeading(-TURN_STEP);
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} else {
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adjustHeading(TURN_STEP);
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}
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} else if (normalizedHeading == 180) {
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if (lastHeading < 180) {
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adjustHeading(TURN_STEP);
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} else {
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adjustHeading(-TURN_STEP);
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}
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} else if (normalizedHeading < 180) {
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adjustHeading(-TURN_STEP);
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} else {
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adjustHeading(TURN_STEP);
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}
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}
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public void turnDownwind() {
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disableAutoPilot();
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Double normalizedHeading = normalizeHeading();
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if (normalizedHeading == 0) {
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if (lastHeading < 180) {
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adjustHeading(TURN_STEP);
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} else {
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adjustHeading(-TURN_STEP);
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}
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} else if (normalizedHeading == 180) {
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if (lastHeading < 180) {
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adjustHeading(-TURN_STEP);
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} else {
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adjustHeading(TURN_STEP);
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}
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} else if (normalizedHeading < 180) {
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adjustHeading(TURN_STEP);
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} else {
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adjustHeading(-TURN_STEP);
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}
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}
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/**
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* Takes the VMG from the polartable for upwind or downwind depending on the boats direction,
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* and uses this to calculate a heading to move the yacht towards.
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*/
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public void turnToVMG() {
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if (isAuto) {
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disableAutoPilot();
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} else {
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Double normalizedHeading = normalizeHeading();
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Double optimalHeading;
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HashMap<Double, Double> optimalPolarMap;
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if (normalizedHeading >= 90 && normalizedHeading <= 270) { // Downwind
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optimalPolarMap = PolarTable.getOptimalDownwindVMG(GameState.getWindSpeedKnots());
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} else {
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optimalPolarMap = PolarTable.getOptimalUpwindVMG(GameState.getWindSpeedKnots());
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}
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optimalHeading = optimalPolarMap.keySet().iterator().next();
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if (normalizedHeading > 180) {
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optimalHeading = 360 - optimalHeading;
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}
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// Take optimal heading and turn into a boat heading rather than a wind heading.
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optimalHeading =
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optimalHeading + GameState.getWindDirection();
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setAutoPilot(optimalHeading);
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}
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}
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/**
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* Takes a given heading and rotates the boat towards that heading. This does not care about
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* being upwind or downwind, just which direction will reach a given heading faster.
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*
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* @param newHeading The heading to turn the yacht towards.
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*/
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private void turnTowardsHeading(Double newHeading) {
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Double newVal = heading - newHeading;
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if (Math.floorMod(newVal.longValue(), 360L) > 180) {
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adjustHeading(TURN_STEP / 5);
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} else {
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adjustHeading(-TURN_STEP / 5);
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}
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}
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/**
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* Returns a heading normalized for the wind direction. Heading direction into the wind is 0,
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* directly away is 180.
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*
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* @return The normalized heading accounting for wind direction.
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*/
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private Double normalizeHeading() {
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Double normalizedHeading = heading - GameState.windDirection;
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normalizedHeading = (double) Math.floorMod(normalizedHeading.longValue(), 360L);
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return normalizedHeading;
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}
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public Integer getSourceId() {
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//@TODO Remove and merge with Creating Game Loop
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if (sourceId == null) {
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return 0;
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}
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return sourceId;
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}
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// TODO: 15/08/17 EXTREME BUG DO NOT DELETE THIS FUNCTION BREAKS PROGRAM IDK WHY ¯\_(ツ)_/¯
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public String getHullID() {
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System.out.println("HullId");
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if (hullID == null) {
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return "";
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}
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return hullID;
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}
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// TODO: 15/08/17 EXTREME BUG DO NOT DELETE THIS FUNCTION BREAKS PROGRAM IDK WHY ¯\_(ツ)_/¯
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public String getShortName() {
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System.out.println("shortName");
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return shortName;
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}
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public String getBoatName() {
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return boatName;
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}
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public String getCountry() {
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if (country == null) {
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return "";
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}
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return country;
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}
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public GeoPoint getLocation() {
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return location;
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}
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public Double getHeading() {
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return heading;
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}
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public void setHeading(Double heading) {
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this.heading = heading;
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}
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public Boolean getSailIn() {
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return sailIn;
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}
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@Override
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public String toString() {
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return boatName;
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}
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public void setIsFinished(Boolean isFinished) {
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finishedRace = isFinished;
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}
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public Boolean getFinishedRace() {
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return finishedRace;
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}
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public Double getCurrentVelocity() {
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return currentVelocity;
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}
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public void setCurrentVelocity(Double currentVelocity) {
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this.currentVelocity = currentVelocity;
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}
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public Integer getCurrentMarkSeqID() {
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return currentMarkSeqID;
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}
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public GeoPoint getLastLocation() {
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return lastLocation;
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}
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public Mark getClosestCurrentMark() {
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return closestCurrentMark;
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}
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public void setClosestCurrentMark(Mark closestCurrentMark) {
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this.closestCurrentMark = closestCurrentMark;
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}
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public void setHasEnteredRoundingZone(Boolean hasEnteredRoundingZone) {
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this.hasEnteredRoundingZone = hasEnteredRoundingZone;
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}
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public void setHasPassedLine(Boolean hasPassedLine) {
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this.hasPassedLine = hasPassedLine;
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}
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public void setHasPassedThroughGate(Boolean hasPassedThroughGate) {
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this.hasPassedThroughGate = hasPassedThroughGate;
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}
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public void incrementMarkSeqID() {
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currentMarkSeqID++;
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}
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public Boolean hasEnteredRoundingZone() {
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return hasEnteredRoundingZone;
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}
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public Boolean hasPassedThroughGate() {
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return hasPassedThroughGate;
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}
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public Boolean hasPassedLine() {
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return hasPassedLine;
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}
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}
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