Package hockey.api

Welcome to the contest, please read the description!

See:
          Description

Interface Summary
IGoalKeeper An IObject representing a goal-keeper on the ice.
IGoalKeeperControl An interface to goal-keeper control.
IObject An object on the ice.
IPlayer An IObject representing a player on the ice.
IPlayerControl An interface to player control.
IPuck An IObject representing a puck on the ice.
ITeam Your team should implement this interface!
 

Class Summary
GoalKeeper The goal-keeper in your team should extend this class!
Player Every player in your team should extend this class!
Position An IObject implementation that represents a position on the ice.
Util The class Util contains methods for performing basic numeric operations such as the elementary squaring, euclidean distance, angle conversion, trigonometric functions in degrees and clamping.
 

Package hockey.api Description

Welcome to the contest, please read the description!

The Game

The game is hockey, the objective is to score...

Cheating is forbidden. Cheating, or attempts to cheat, leads to disqualification.

Note! You may NOT use java.lang.System.

Rink measurements, coordinate system and units

Official measurements of a swedish ice hockey rink:
rink

The game's coordinate system has its origin in the centre spot on the ice.

Basic units of the game are:

Derived from these are units for speed, acceleration and turn speed: Short approximate conversion table for speed:
cm/skm/hm/s
444164.44
10003610.00
11114011.11
277710027.77
444416044.44

Player control and specifications

All moving objects on the ice are modelled as circles, even if they are not drawn like that. The stick is controlled relative to the player's centre, but is drawn from the front of the player to a position a bit behind and further away from where the puck is held.

Physical specifications

There are four types of solid objects in the game: Collisions between these solid objects occur more or less according to the laws of physics. As mentioned above, the players (and of course the puck) are modelled as circles.

Rules

The folowing rules are judged by the game:
OffsideIcing

A strong recommendation

(from our experiences of similar contests)

Plan realistically! Implement something simple that works, to get a feel for the system, then proceed with your masterplan. It's much more fun watching a working team afterwards!

Disclaimer

Although this game tries to emulate a fast and simplified version of real hockey, it is in no way guaranteed to be faithful to reality. In all cases the game's decisions are valid. Your objective is to write a good team in this game, as it is.

Good Luck!

Now read through the rest of the API! :)