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Missile targeting algorithm via numeric approximation
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local sqrt = math.sqrt | |
local cos, sin = math.cos, math.sin | |
local targetStep = 0.1 -- Determines targeting accuracy, lower is better (but slower) | |
local function targetAngle(missile, target) | |
local px = missile.pos.x | |
local py = missile.pos.y | |
local vx = missile.vel.x | |
local vy = missile.vel.y | |
local am = missile.accel | |
local tx = target.pos.x | |
local ty = target.pos.y | |
local tvx = 0 | |
local tvy = 0 | |
if target.vel then | |
tvx = target.vel.x | |
tvy = target.vel.y | |
end | |
local closestDist = math.huge | |
local closestAngle = math.pi / 2 | |
for angle = 0, math.pi*2, targetStep do | |
local cosAngle = cos(angle) | |
local sinAngle = sin(angle) | |
local secA = 1 / cosAngle | |
local tFront = (tvx - vx) / (cosAngle * am) | |
local tHalf = sqrt( | |
(secA * (2 * am * (tx - px) + (tvx - vx)*(tvx - vx) * secA)) | |
/ | |
(am*am) | |
) | |
local t1 = tFront - tHalf | |
local t2 = tFront + tHalf | |
if t1 > 0 then | |
local xToBe = px + t1 * vx + (am * t1*t1 * cosAngle)/2 | |
local yToBe = py + t1 * vy + (am * t1*t1 * sinAngle)/2 | |
local xWillBe = tx + tvx*t1 | |
local yWillBe = ty + tvy*t1 | |
local dist = (xWillBe - xToBe)*(xWillBe - xToBe) + (yWillBe - yToBe)*(yWillBe - yToBe) | |
if dist < closestDist then | |
closestDist = dist | |
closestAngle = angle | |
end | |
end | |
if t2 > 0 then | |
local xToBe = px + t2 * vx + (am * t2*t2 * cosAngle)/2 | |
local yToBe = py + t2 * vy + (am * t2*t2 * sinAngle)/2 | |
local xWillBe = tx + tvx*t2 | |
local yWillBe = ty + tvy*t2 | |
local dist = (xWillBe - xToBe)*(xWillBe - xToBe) + (yWillBe - yToBe)*(yWillBe - yToBe) | |
if dist < closestDist then | |
closestDist = dist | |
closestAngle = angle | |
end | |
end | |
end | |
return closestAngle | |
end |
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