@Test public void testMovementPredictor() { newPredictor(); }
public MovementPredictor(BattleField battleField) { _battleField = battleField; _rectangle = _battleField.rectangle; }
MovementPredictor { public MovementPredictor(BattleField battleField) { _battleField = battleField; _rectangle = _battleField.rectangle; } }
MovementPredictor { public MovementPredictor(BattleField battleField) { _battleField = battleField; _rectangle = _battleField.rectangle; } MovementPredictor(BattleField battleField); }
MovementPredictor { public MovementPredictor(BattleField battleField) { _battleField = battleField; _rectangle = _battleField.rectangle; } MovementPredictor(BattleField battleField); RobotState predict(RobotState startState, double distance, double turn,
      double maxVelocity, long ticks, boolean ignoreWalls); RobotState nextRobotState(Diamond robot); Point2D.Double nextLocation(Diamond robot); Point2D.Double nextLocation(RobotState robotState); Point2D.Double nextLocation(Point2D.Double botLocation,
      double heading, double velocity); RobotState nextPerpendicularLocation(RobotState robotState,
      double absBearing, int orientation, double attackAngle,
      boolean ignoreWallHits); RobotState nextPerpendicularWallSmoothedLocation(RobotState robotState,
      double absBearing, double maxVelocity, double attackAngle,
      int orientation, double wallStick, boolean ignoreWallHits); RobotState nextLocation(RobotState robotState, double maxVelocity,
      double goAngle, boolean ignoreWallHits); double escapeAngleRange(Point2D.Double sourceLocation,
      long fireTime, double bulletSpeed, RobotState startState,
      double wallStick); MaxEscapeTarget preciseEscapeAngle(int predictDirection,
      Point2D.Double sourceLocation, long fireTime, double bulletSpeed,
      RobotState startState, double wallStick); MaxEscapeTarget preciseEscapeAngle(int predictDirection,
      Point2D.Double sourceLocation, long fireTime, double bulletSpeed,
      RobotState startState, double attackAngle, double wallStick); }
MovementPredictor { public MovementPredictor(BattleField battleField) { _battleField = battleField; _rectangle = _battleField.rectangle; } MovementPredictor(BattleField battleField); RobotState predict(RobotState startState, double distance, double turn,
      double maxVelocity, long ticks, boolean ignoreWalls); RobotState nextRobotState(Diamond robot); Point2D.Double nextLocation(Diamond robot); Point2D.Double nextLocation(RobotState robotState); Point2D.Double nextLocation(Point2D.Double botLocation,
      double heading, double velocity); RobotState nextPerpendicularLocation(RobotState robotState,
      double absBearing, int orientation, double attackAngle,
      boolean ignoreWallHits); RobotState nextPerpendicularWallSmoothedLocation(RobotState robotState,
      double absBearing, double maxVelocity, double attackAngle,
      int orientation, double wallStick, boolean ignoreWallHits); RobotState nextLocation(RobotState robotState, double maxVelocity,
      double goAngle, boolean ignoreWallHits); double escapeAngleRange(Point2D.Double sourceLocation,
      long fireTime, double bulletSpeed, RobotState startState,
      double wallStick); MaxEscapeTarget preciseEscapeAngle(int predictDirection,
      Point2D.Double sourceLocation, long fireTime, double bulletSpeed,
      RobotState startState, double wallStick); MaxEscapeTarget preciseEscapeAngle(int predictDirection,
      Point2D.Double sourceLocation, long fireTime, double bulletSpeed,
      RobotState startState, double attackAngle, double wallStick);  }