steering_behaviors 1.0.6 → 1.0.7

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data/CHANGELOG.md CHANGED
@@ -1,5 +1,8 @@
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  # Changelog for steering-behaviors
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+ ## 1.0.7, 12 August 2013
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+ * Fix embarrassing bug (left 'puts' statements uncommented in prior release)
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+
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  ## 1.0.6, 11 August 2013
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  * Refined 'separate' to employ forwardness as part of its calculation.
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@@ -35,21 +35,21 @@ class SteeringBehaviors::Separation
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  if parallelness < -0.707
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  # anti-parallel, head-on paths; steer away from the threat's future pos
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- puts "Head-on, steering away from future pos"
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+ # puts "Head-on, steering away from future pos"
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  offset_vec = other_pos_at_cpa - character_kinematic.position_vec
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  side_dot = offset_vec.dot(side_vec)
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  elsif parallelness > 0.707
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  # parallel paths; steer away from threat
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- puts "Parallel, steering away from other guy"
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+ # puts "Parallel, steering away from other guy"
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  side_dot = offset_vec.dot(side_vec)
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  else
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  # perpendicular paths; steer behind threat
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  side_dot = other_kinematic.velocity_vec.dot(side_vec)
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  if forwardness < 0.707
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- puts "Perpendicular, steering ahead of other guy"
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+ # puts "Perpendicular, steering ahead of other guy"
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  side_dot *= -1
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  else
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- puts "Perpendicular, steering behind other guy"
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+ # puts "Perpendicular, steering behind other guy"
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  end
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  end
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metadata CHANGED
@@ -2,14 +2,14 @@
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  name: steering_behaviors
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  version: !ruby/object:Gem::Version
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  prerelease:
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- version: 1.0.6
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+ version: 1.0.7
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  platform: ruby
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  authors:
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  - Chris Powell
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  autorequire:
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  bindir: bin
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  cert_chain: []
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- date: 2013-08-11 00:00:00.000000000 Z
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+ date: 2013-08-12 00:00:00.000000000 Z
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  dependencies: []
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  description: |
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  If you're building a game, you need your game agents and characters to move on their own. A standard way of doing this is with 'steering behaviors'. The seminal paper by Craig Reynolds established a core set of steering behaviors that could be utilized for a variety of common movement tasks and natural behaviors. This Ruby library can accomplish many/most of those tasks for your Ruby / JRuby game. The basic behaviors can be layered for more complicated and advanced behaviors, such as flocking and crowd movement.