I recall that we debated the possibility of making the systems which are in 7LY reach from the current system available in JavaScript (as a system property, presumably).
Don't find anything like that in the wiki. So I take it this doesn't exist yet?
Jump destinations?
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I am not aware if this had been done, all I can offer is some work I did in that direction, at
http://wiki.alioth.net/index.php/Oolite ... t/Galaxy_1
I listed those within 7 LY within { } , e.g
http://wiki.alioth.net/index.php/Talk:O ... lanet_list
The Oolite code itself has
in legacy_random.h which I believe is what the game actually uses.
As an aside, another topic is talking about nav arrray not calculating fastest journey time, I think that could be fixed by changing the cost function to the square of the trial distances?
http://wiki.alioth.net/index.php/Oolite ... t/Galaxy_1
I listed those within 7 LY within { } , e.g
If a javascript has access to the galactic coordinates , e.g. (20,173) for Lave, then distances could be calculated independently, sqrt(Delta_x^2 + Delta_y^2)*4/10 where the Delta_y has to use the difference in y coordinates divided by 2 and rounded towards zero. Rounding errors can be a pain, see# 7. Lave (20,173), {39,46,55,129,147,255} within 7.0 LY.
http://wiki.alioth.net/index.php/Talk:O ... lanet_list
The Oolite code itself has
Code: Select all
OOINLINE double distanceBetweenPlanetPositions ( int x1, int y1, int x2, int y2)
{
int dx = x1 - x2;
int dy = (y1 - y2)/2;
int dist = sqrtf(dx*dx + dy*dy); // here's where the rounding errors come in!
return 0.4 * dist;
}
As an aside, another topic is talking about nav arrray not calculating fastest journey time, I think that could be fixed by changing the cost function to the square of the trial distances?
White dots were so much easier to hit