Cleaned up updatePosition in Mock.Race to simplify time estimation.
#story[875]
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@@ -239,6 +239,28 @@ public class Race implements Runnable {
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return new GPSCoordinate(endPoint.getY(), endPoint.getX());
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return new GPSCoordinate(endPoint.getY(), endPoint.getX());
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}
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}
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private VMG calculateHeading(Boat boat) {
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//How fast a boat can turn, in degrees per millisecond.
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double turnRate = 0.03;
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//How much the boat is allowed to turn, considering how long since it last turned.
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double turnAngle = turnRate * boat.getTimeSinceTackChange();
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//Find the bounds on what angle the boat is allowed to travel at. The bounds cap out at [0, 360).
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double bound1 = Math.max(boat.getHeading() - turnAngle, 0);
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double bound2 = Math.min(boat.getHeading() + turnAngle, 360);
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return boat.getPolars().calculateVMG(this.windDirection, this.windSpeed, boat.calculateBearingToDestination(), bound1, bound2);
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}
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private boolean improvesVelocity(Boat boat, VMG newHeading) {
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double angleBetweenDestAndHeading = boat.getHeading() - boat.calculateBearingToDestination();
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double angleBetweenDestAndNewVMG = newHeading.getBearing() - boat.calculateBearingToDestination();
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double currentVelocity = cos(Math.toRadians(angleBetweenDestAndHeading)) * boat.getVelocity();
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double vmgVelocity = cos(Math.toRadians(angleBetweenDestAndNewVMG)) * newHeading.getSpeed();
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return vmgVelocity > currentVelocity;
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}
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/**
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/**
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* Calculates the distance a boat has travelled and updates its current position according to this value.
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* Calculates the distance a boat has travelled and updates its current position according to this value.
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*
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*
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@@ -249,85 +271,40 @@ public class Race implements Runnable {
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//distanceTravelled = velocity (nm p hr) * time taken to update loop
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//distanceTravelled = velocity (nm p hr) * time taken to update loop
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double distanceTravelled = (boat.getVelocity() * this.scaleFactor * millisecondsElapsed) / 3600000;
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double distanceTravelled = (boat.getVelocity() * this.scaleFactor * millisecondsElapsed) / 3600000;
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double totalDistanceTravelled = distanceTravelled + boat.getDistanceTravelledInLeg();
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double totalDistanceTravelled;
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boolean finish = boat.getCurrentLeg().getName().equals("Finish");
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boolean finish = boat.getCurrentLeg().getName().equals("Finish");
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if (!finish) {
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if (!finish) {
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double totalDistanceTravelledInTack = distanceTravelled + boat.getDistanceTravelledInTack();
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double totalDistanceTravelledInTack = distanceTravelled + boat.getDistanceTravelledInTack();
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double bound1 = (boat.calculateBearingToDestination() - 90) % 360;
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double bound2 = (boat.calculateBearingToDestination() + 90) % 360;
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//TODO the actual bearing bounds need to be the interval in which the boat won't go out of bounds.
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bound1 = 0;
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bound2 = 360;
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boat.setTimeSinceTackChange(boat.getTimeSinceTackChange() + this.scaleFactor * millisecondsElapsed);
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boat.setTimeSinceTackChange(boat.getTimeSinceTackChange() + this.scaleFactor * millisecondsElapsed);
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VMG newHeading = calculateHeading(boat);
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//How fast a boat can turn, in degrees per millisecond.
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double turnRate = 0.03; //Roughly 30 per second, or 12 seconds per revolution.
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//How much the boat is allowed to turn, considering how long since it last turned.
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double turnAngle = turnRate * boat.getTimeSinceTackChange();
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//System.out.println("boat " + boat.getAbbrev() + " turn angle is " + turnAngle + ".");//TEMP DEBUG REMOVE
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//Find the bounds on what angle the boat is allowed to travel at.
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bound1 = boat.getHeading() - turnAngle;
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bound2 = boat.getHeading() + turnAngle;
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//The bounds cap out at [0, 360).
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bound1 = Math.max(bound1, 0);
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bound2 = Math.min(bound2, 360);
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VMG newHeading = boat.getPolars().calculateVMG(this.windDirection, this.windSpeed,
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boat.calculateBearingToDestination(), bound1, bound2);
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if (!GPSCoordinate.isInsideBoundary(boat.getCurrentPosition(), boundary)){
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if (!GPSCoordinate.isInsideBoundary(boat.getCurrentPosition(), boundary)){
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double tempHeading = (newHeading.getBearing() - this.windDirection +90)%360;
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double tempHeading = (newHeading.getBearing() - this.windDirection +90)%360;
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newHeading.setBearing(tempHeading);
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newHeading.setBearing(tempHeading);
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}
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}
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//Is this new VMG better than the current VMG?
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if (improvesVelocity(boat, newHeading)) {
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double angleBetweenDestAndHeading = boat.getHeading() - boat.calculateBearingToDestination();
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double angleBetweenDestAndNewVMG = newHeading.getBearing() - boat.calculateBearingToDestination();
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double currentVelocity = cos(Math.toRadians(angleBetweenDestAndHeading)) * boat.getVelocity();
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double vmgVelocity = cos(Math.toRadians(angleBetweenDestAndNewVMG)) * newHeading.getSpeed();
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//System.out.println("boat " + boat.getAbbrev() + " current velocity is " + currentVelocity + " knots, possible VMG is " + vmgVelocity + " knots.");//TEMP DEBUG REMOVE
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if (vmgVelocity > currentVelocity) {
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boat.setHeading(newHeading.getBearing());
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boat.setHeading(newHeading.getBearing());
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boat.setVelocity(newHeading.getSpeed());
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boat.setVelocity(newHeading.getSpeed());
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boat.setTimeSinceTackChange(0);
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boat.setTimeSinceTackChange(0);
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//System.out.println("boat " + boat.getAbbrev() + " has a new bearing " + boat.getHeading() + " degrees, and is " + boat.calculateDistanceToNextMarker() + " nautical miles to the next marker. Velocity to next marker is " + boat.getVelocity() + " knots.");//TEMP DEBUG REMOVE
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}
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}
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//TODO one way to fix the boat's rapid turning it to only update the velocity/heading every X seconds (e.g., every 5 seconds).
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//TODO one way to fix the boat's rapid turning it to only update the velocity/heading every X seconds (e.g., every 5 seconds).
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//TODO may need a lower tack period
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//TODO may need a lower tack period
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//TODO another way would be to allow boats use a better VMG if it is within turnRate * timeSinceTackChange. E.g., after 100ms a boat can select a more optimal VMG within 5deg of their current bearing. After 500ms VMG can be within 25deg of current bearing. After 2sec it can be 100deg of bearing, etc...
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//TODO another way would be to allow boats use a better VMG if it is within turnRate * timeSinceTackChange. E.g., after 100ms a boat can select a more optimal VMG within 5deg of their current bearing. After 500ms VMG can be within 25deg of current bearing. After 2sec it can be 100deg of bearing, etc...
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//calc the distance travelled in a straight line to windward
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//calc the distance travelled in a straight line to windward
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//double angleBetweenDestAndHeading = boat.getHeading() - boat.calculateBearingToDestination();
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//double angleBetweenDestAndHeading = boat.getHeading() - boat.calculateBearingToDestination();
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totalDistanceTravelled = cos(Math.toRadians(angleBetweenDestAndHeading))*totalDistanceTravelledInTack;
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totalDistanceTravelled = cos(Math.toRadians(boat.getHeading() - boat.calculateBearingToDestination()))*totalDistanceTravelledInTack;
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boat.setDistanceTravelledInLeg(totalDistanceTravelled);
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boat.setDistanceTravelledInLeg(totalDistanceTravelled);
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//Calculate boat's new position by adding the distance travelled onto the start point of the leg
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//Calculate boat's new position by adding the distance travelled onto the start point of the leg
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double azimuth = boat.getHeading();
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double azimuth = boat.getHeading();
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if (azimuth > 180) {
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azimuth = azimuth > 180? azimuth - 360 : azimuth;
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azimuth = azimuth - 360;
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boat.setCurrentPosition(calculatePosition(boat.getCurrentPosition(), totalDistanceTravelledInTack, azimuth));
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}
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boat.setCurrentPosition(calculatePosition(boat.getCurrentPosition(),
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totalDistanceTravelledInTack, azimuth));
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}
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}
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}
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}
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