val maxTurn = movement.turnAngle * 0.99
val maxMove = movement.moveSpeed * 0.99
+ val minMove = movement.moveSpeed * 0.51
val positions = (listOf(
normalDistance(currAngle) rotatedBy -maxTurn,
).flatMap {
listOf(
ShipPosition(currPos + (it * maxMove), it.angle),
- ShipPosition(currPos + (it * (maxMove / 2)), it.angle),
+ ShipPosition(currPos + (it * minMove), it.angle),
)
} + listOf(ship.position)).filter { shipPos ->
(gameState.ships - ship.id).none { (_, otherShip) ->
val maxTurn = ship.movement.turnAngle * 0.99
val turnNormal = normalDistance(ship.position.facing) rotatedBy angleTo.coerceIn(-maxTurn..maxTurn)
- val move = (ship.movement.moveSpeed * if (turnNormal angleBetween (targetLocation - myLocation) < EPSILON) 0.999 else 0.501) * turnNormal
+ val move = (ship.movement.moveSpeed * if (turnNormal angleBetween (targetLocation - myLocation) < EPSILON) 0.99 else 0.51) * turnNormal
val newLoc = ship.position.location + move
val position = ShipPosition(newLoc, move.angle)