Завершить интеграционную устойчивость ботов этапа 3
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@@ -59,6 +59,7 @@ public final class GameView extends View implements Runnable {
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private final float firstMovingPlatformY;
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private final boolean playerOnMovingPlatform;
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private final boolean firstMovingPlatformPowered;
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private final boolean firstMovingPlatformMovingRight;
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private final float firstCorpseX;
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private final boolean playerOnGround;
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@@ -68,7 +69,7 @@ public final class GameView extends View implements Runnable {
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float playerX, float playerY, int deaths, int corpseCount) {
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this(completed, playerAlive, allDoorsOpen, visiblyPaused, inputActive, levelNumber,
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elapsedMilliseconds, playerX, playerY, deaths, corpseCount,
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Float.NaN, Float.NaN, false, false, Float.NaN, false);
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Float.NaN, Float.NaN, false, false, false, Float.NaN, false);
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}
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AutomationSnapshot(boolean completed, boolean playerAlive, boolean allDoorsOpen,
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@@ -79,6 +80,21 @@ public final class GameView extends View implements Runnable {
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boolean playerOnMovingPlatform,
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boolean firstMovingPlatformPowered, float firstCorpseX,
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boolean playerOnGround) {
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this(completed, playerAlive, allDoorsOpen, visiblyPaused, inputActive, levelNumber,
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elapsedMilliseconds, playerX, playerY, deaths, corpseCount,
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firstMovingPlatformX, firstMovingPlatformY, playerOnMovingPlatform,
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firstMovingPlatformPowered, false, firstCorpseX, playerOnGround);
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}
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AutomationSnapshot(boolean completed, boolean playerAlive, boolean allDoorsOpen,
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boolean visiblyPaused, boolean inputActive, int levelNumber,
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long elapsedMilliseconds,
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float playerX, float playerY, int deaths, int corpseCount,
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float firstMovingPlatformX, float firstMovingPlatformY,
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boolean playerOnMovingPlatform,
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boolean firstMovingPlatformPowered,
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boolean firstMovingPlatformMovingRight, float firstCorpseX,
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boolean playerOnGround) {
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this.completed = completed;
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this.playerAlive = playerAlive;
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this.allDoorsOpen = allDoorsOpen;
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@@ -94,6 +110,7 @@ public final class GameView extends View implements Runnable {
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this.firstMovingPlatformY = firstMovingPlatformY;
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this.playerOnMovingPlatform = playerOnMovingPlatform;
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this.firstMovingPlatformPowered = firstMovingPlatformPowered;
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this.firstMovingPlatformMovingRight = firstMovingPlatformMovingRight;
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this.firstCorpseX = firstCorpseX;
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this.playerOnGround = playerOnGround;
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}
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@@ -113,6 +130,7 @@ public final class GameView extends View implements Runnable {
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public float firstMovingPlatformY() { return firstMovingPlatformY; }
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public boolean playerOnMovingPlatform() { return playerOnMovingPlatform; }
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public boolean firstMovingPlatformPowered() { return firstMovingPlatformPowered; }
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public boolean firstMovingPlatformMovingRight() { return firstMovingPlatformMovingRight; }
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public float firstCorpseX() { return firstCorpseX; }
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public boolean playerOnGround() { return playerOnGround; }
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}
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@@ -1958,11 +1976,13 @@ public final class GameView extends View implements Runnable {
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float firstMovingPlatformX = Float.NaN;
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float firstMovingPlatformY = Float.NaN;
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boolean firstMovingPlatformPowered = false;
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boolean firstMovingPlatformMovingRight = false;
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for (PlatformState state : platformStates) {
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if (state.definition.isMoving()) {
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firstMovingPlatformX = state.x;
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firstMovingPlatformY = state.y;
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firstMovingPlatformPowered = signalActive(state.definition.controlId);
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firstMovingPlatformMovingRight = state.x > state.previousX;
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break;
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}
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}
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@@ -1986,6 +2006,7 @@ public final class GameView extends View implements Runnable {
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firstMovingPlatformY,
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playerOnMovingPlatform,
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firstMovingPlatformPowered,
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firstMovingPlatformMovingRight,
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corpses.isEmpty() ? Float.NaN : corpses.get(0).x,
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player.onGround
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);
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