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We work with doubles there, use 0.0 values where appropriate.
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@ -114,38 +114,40 @@ public class Angle extends Check {
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return false;
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}
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final double n = (double) (data.angleHits.size() - 1);
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// Let's calculate the average move.
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final double averageMove = deltaMove / (data.angleHits.size() - 1);
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final double averageMove = deltaMove / n;
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// And the average time elapsed.
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final double averageTime = deltaTime / (data.angleHits.size() - 1);
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final double averageTime = (double) deltaTime / n;
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// And the average yaw delta.
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final double averageYaw = deltaYaw / (data.angleHits.size() - 1);
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final double averageYaw = (double) deltaYaw / n;
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// Average target switching.
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final double averageSwitching = (double) deltaSwitchTarget / (data.angleHits.size() - 1);
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final double averageSwitching = (double) deltaSwitchTarget / n;
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// Declare the variable.
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double violation = 0D;
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double violation = 0.0;
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// If the average move is between 0 and 0.2 block(s), add it to the violation.
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if (averageMove > 0D && averageMove < 0.2D) {
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violation += 20D * (0.2D - averageMove) / 0.2D;
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if (averageMove >= 0.0 && averageMove < 0.2D) {
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violation += 20.0 * (0.2 - averageMove) / 0.2;
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}
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// If the average time elapsed is between 0 and 150 millisecond(s), add it to the violation.
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if (averageTime > 0L && averageTime < 150L) {
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violation += 30D * (150L - averageTime) / 150L;
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if (averageTime >= 0.0 && averageTime < 150.0) {
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violation += 30.0 * (150.0 - averageTime) / 150.0;
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}
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// If the average difference of yaw is superior to 50 degrees, add it to the violation.
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if (averageYaw > 50f) {
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violation += 30D * averageYaw / 180;
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if (averageYaw > 50.0) {
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violation += 30.0 * averageYaw / 180.0;
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}
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if (averageSwitching > 0.0) {
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violation += 20D * averageSwitching;
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violation += 20.0 * averageSwitching;
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}
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// Is the violation is superior to the threshold defined in the configuration?
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