Nice : D
Now make stuff to see if a point x,y is on parabolic vector [(x1, y1), (x2, y2), (x3, y3)] and to see if a circle intersects a parabola and if a circle intersects a vector : D.
The circle would be used for units or w/e and the points would be used for spells or w/e.
I guess a lot of stuff still needs to be created >.<
CircleIntersectsTriangle
CircleIntersectsEllipse
CircleIntersectsCircle
CircleIntersectsParabola
CircleIntersectsParabolicVector
CircleIntersectsCircle
CircleIntersectsRectangle
CircleIntersectsSquare
All of the above for Rectangles, Squares, Triangles, and Ellipses too and the below
IntersectsLine
IntersectsVector
Plus we need to get the Steiner Ellipse working given a triangle so that we can form the smallest possible ellipse defined by a triangle.
A unit's range is defined by 4 right triangles: (left, front), (right front), (left, back), (right, back), which in turn defines 2 rectangles: (left, front, right), (left, back, right) and 4 arcs (one arc per hypotenuse of each triangle).
The arcs are defined by the 4 steiner circumellipses formed by the 4 right triangles and the rectangles (over hypotenuse) formed by each triangle (remember each triangle is half of a rectangle).
I'm working on that last problem there, but I've yet to figure it out : P.
We also need stuff for checking to see if shapes are inside of shapes >.<, like is a line segment inside of a circle.
There also needs to be functions to see how much a shape is within another shape. For example, how much a circle is inside of a square. These functions need to return a percent. For example, if a circle intersects with a square and half of that circle is in the square, then it'd return .5 (50%).
I think a moderator needs to make a list of math functions that still need to be made : P.
So why do we need the percents? If we define an effect by size in square units * effect per square unit, then we can see how much of the effect to apply to something.
For example, if an attack does 3 damage per 32 by 16 rectangle and the attack is applied over a semi-circle circle with radius 1000, the total damage would be 3*(pi*1000^2)/(2*(32*16)
If only 20% of the semi-circle intersected with unit u defined by the circle (h, k) and radius r where h,k was the unit's coordinates and radius r was the size of the unit (many units are sized 16 to 32 to 128), then the total damage would be ((3*pi*1000^2)/(2*(32*16))*.2
With motion, if you were to go around a circle starting at 0 degrees and ending at 360 degrees in a counter clockwise motion, you would go along the legs of the triangles (front, -front, back, -back) (top right, top left, bottom left, bottom right) in n intervals of i where i is the total length of time for the effect / n.
For more realism, given each arc has its own unique period of time, it would be tquad/n = i for each quadrant.
You would continue to do checks for intersections of the effect position defined by a parabola, a rectangle, or w/e and apply % for that effect. The effect would travel along its path (the motion). The total effect (instant motion) would be the area of the entire motion*area of entire effect (a circle with a rectangle going about it).
The motion stuff is much more realistic, but would require timers and lots of enumerations ;o.
Both the static and the motion stuff would give the same totals, just in different ways. The motion gives w/e a chance to move out of or into the way or defend/enhance, or w/e = p.