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Fixes and simplification for vertical accounting.
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@ -693,15 +693,15 @@ public class SurvivalFly extends Check {
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* @param count
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* @param count
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* @param tags
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* @param tags
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* @param tag
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* @param tag
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* @return absolute difference on violation.
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* @return A violation value > 0.001, to be interpreted like a moving violation.
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*/
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*/
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private static final double verticalAccounting(final double yDistance, final ActionAccumulator acc, final ArrayList<String> tags, final String tag)
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private static final double verticalAccounting(final double yDistance, final ActionAccumulator acc, final ArrayList<String> tags, final String tag)
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{
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{
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// TODO: Add on-eq-return parameter <- still?
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// TODO: distinguish near-ground moves somehow ?
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// TODO: distinguish near-ground moves somehow ?
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// Determine which buckets to check:
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// Determine which buckets to check:
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// TODO: One state is checked 3 times vs. different yDiff !?
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final int i1, i2;
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final int i1, i2;
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// TODO: use 1st vs. 2nd whenever possible (!) (logics might need idstinguish falling from other ?...).
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// TODO: use 1st vs. 2nd whenever possible (!) (logics might need to distinguish falling from other ?...).
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// if (acc.bucketCount(0) == acc.bucketCapacity() &&){
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// if (acc.bucketCount(0) == acc.bucketCapacity() &&){
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// i1 = 0;
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// i1 = 0;
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// i2 = 1;
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// i2 = 1;
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@ -710,41 +710,33 @@ public class SurvivalFly extends Check {
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i1 = 1;
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i1 = 1;
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i2 = 2;
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i2 = 2;
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// }
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// }
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// TODO: Do count int first bucket on some occasions.
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// TODO: One move earlier: count first vs. second once first is full.
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// TODO: Can all three be related if first one is full ?
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if (acc.bucketCount(i1) > 0 && acc.bucketCount(i2) > 0) {
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if (acc.bucketCount(i1) > 0 && acc.bucketCount(i2) > 0) {
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final float sc1 = acc.bucketScore(i1);
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final float sc1 = acc.bucketScore(i1);
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final float sc2 = acc.bucketScore(i2);
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final float sc2 = acc.bucketScore(i2);
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final double diff = sc1 - sc2;
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final double diff = sc1 - sc2;
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final double aDiff = Math.abs(diff);
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final double aDiff = Math.abs(diff);
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// TODO: Relate this to the fall distance !
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// TODO: Relate this to the fall distance !
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// TODO: sharpen later (force speed gain while falling).
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// TODO: sharpen later.
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if (diff > 0.0 || yDistance > -1.1 && aDiff <= 0.07) {
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if (diff >= 0.0 || yDistance > -1.05 && aDiff < 0.0625) {
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if (yDistance < -1.1 && (aDiff < Math.abs(yDistance) || sc2 < - 10.0f)){
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// TODO: check vs. sc1 !
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if (yDistance <= -1.05 && sc2 < -10.0 && sc1 < -10.0) { // (aDiff < Math.abs(yDistance) || sc2 < - 10.0f)){
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// High falling speeds may pass.
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// High falling speeds may pass.
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// TODO: high falling speeds may pass within some bounds (!).
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tags.add(tag + "grace");
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tags.add(tag + "grace");
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return 0.0;
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return 0.0;
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}
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}
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tags.add(tag); // Specific tags?
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tags.add(tag); // Specific tags?
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if (diff < 0.0 ){
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if (diff < 0.0 ){
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// Note: aDiff should be <= 0.07 here.
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// Note: aDiff should be < 0.0625 here.
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// TODO: Does this high violation make sense?
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return Math.max(Math.abs(-0.0625 - diff), 0.001);
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return 1.3 - aDiff;
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}
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}
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else{
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else{
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return Math.max(0.07, diff); // Ensure violation > 0.0 (!).
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return 0.0625 + diff;
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}
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}
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else {
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// Check for too small change of speed.
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if (aDiff < 0.065){ // Minimum amount to be gained.
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// TODO: Conditions are fast mock-up, aiming at glide hacks mostly.
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// TODO: Potential fp: "slow falling" during chunk load/render, missing lost ground.
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tags.add(tag); // + descend?
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return 0.07 - diff;
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}
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}
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}
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}
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}
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}
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// TODO: return Float.MAX_VALUE if no violation ?
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return 0.0;
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return 0.0;
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}
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}
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