use of spacesettlers.actions.AbstractAction in project spacesettlers by amymcgovern.
the class AggressiveFlagCollectorTeamClient method getMovementStart.
/**
* Assigns ships to asteroids and beacons, as described above
*/
public Map<UUID, AbstractAction> getMovementStart(Toroidal2DPhysics space, Set<AbstractActionableObject> actionableObjects) {
HashMap<UUID, AbstractAction> actions = new HashMap<UUID, AbstractAction>();
Ship flagShip;
int numShips = 0;
// get the flag carrier, if we have one
flagShip = getFlagCarrier(space, actionableObjects);
// we don't have a ship carrying a flag, so find the best choice (if it exists)
if (flagShip == null) {
flagShip = findHealthiestShipNearFlag(space, actionableObjects);
}
// count ships so we know if we can have a weapons ship
for (AbstractObject actionable : actionableObjects) {
if (actionable instanceof Ship) {
numShips++;
}
}
// resources (as long as it isn't the flagShip)
for (AbstractObject actionable : actionableObjects) {
if (actionable instanceof Ship) {
Ship ship = (Ship) actionable;
AbstractAction action = null;
if (flagShip != null && ship.equals(flagShip)) {
if (flagShip.isCarryingFlag()) {
// System.out.println("We have a flag carrier!");
Base base = findNearestBase(space, ship);
// System.out.println("Flag ship before computing action: " + flagShip);
action = new MoveToObjectAction(space, ship.getPosition(), base);
// System.out.println("Aiming for base with action " + action);
aimingForBase.put(ship.getId(), true);
// System.out.println("Flag ship after computing action: " + flagShip);
} else {
Flag enemyFlag = getEnemyFlag(space);
action = new MoveToObjectAction(space, ship.getPosition(), enemyFlag, enemyFlag.getPosition().getTranslationalVelocity());
}
} else {
// a ship to go get resources and help buy more ships/bases)
if (numShips >= 2) {
// see if we already have a hunting ship
if (huntingShip.isEmpty()) {
huntingShip.put(ship.getId(), true);
System.out.println("Creating a hunting ship");
// make one ship the hunter
action = getWeaponShipAction(space, ship);
} else {
// if this ship is the current hunter, have it keep hunting
if (huntingShip.containsKey(ship.getId())) {
// make one ship the hunter
action = getWeaponShipAction(space, ship);
// System.out.println("Getting action for hunter");
} else {
// extra ship but not the hunter (likely a 4th ship)
action = getAsteroidCollectorAction(space, ship);
}
}
} else {
// with 2 ships, we need to always collect resources so we can buy more ships for hunting
// and resources later
}
}
// save the action for this ship
actions.put(ship.getId(), action);
} else {
// bases do nothing
actions.put(actionable.getId(), new DoNothingAction());
}
}
return actions;
}
use of spacesettlers.actions.AbstractAction in project spacesettlers by amymcgovern.
the class AggressiveFlagCollectorTeamClient method getWeaponShipAction.
/**
* Gets the action for the weapons based ship
* @param space
* @param ship
* @return
*/
private AbstractAction getWeaponShipAction(Toroidal2DPhysics space, Ship ship) {
AbstractAction current = ship.getCurrentAction();
Position currentPosition = ship.getPosition();
// aim for a beacon if there isn't enough energy
if (ship.getEnergy() < 2000) {
Beacon beacon = pickNearestBeacon(space, ship);
AbstractAction newAction = null;
// if there is no beacon, then just skip a turn
if (beacon == null) {
newAction = new DoNothingAction();
} else {
newAction = new MoveToObjectAction(space, currentPosition, beacon);
}
aimingForBase.put(ship.getId(), false);
return newAction;
}
// if the ship has enough resourcesAvailable, take it back to base
if (ship.getResources().getTotal() > 500) {
Base base = findNearestBase(space, ship);
AbstractAction newAction = new MoveToObjectAction(space, currentPosition, base);
aimingForBase.put(ship.getId(), true);
return newAction;
}
// did we bounce off the base?
if (ship.getResources().getTotal() == 0 && ship.getEnergy() > 2000 && aimingForBase.containsKey(ship.getId()) && aimingForBase.get(ship.getId())) {
current = null;
aimingForBase.put(ship.getId(), false);
}
// otherwise aim for the nearest enemy ship
if (current == null || current.isMovementFinished(space)) {
aimingForBase.put(ship.getId(), false);
Ship enemy = pickNearestEnemyShip(space, ship);
AbstractAction newAction = null;
if (enemy == null) {
// there is no enemy available so collect a beacon
Beacon beacon = pickNearestBeacon(space, ship);
// if there is no beacon, then just skip a turn
if (beacon == null) {
newAction = new DoNothingAction();
} else {
newAction = new MoveToObjectAction(space, currentPosition, beacon);
}
} else {
newAction = new MoveToObjectAction(space, currentPosition, enemy, enemy.getPosition().getTranslationalVelocity());
}
return newAction;
} else {
return ship.getCurrentAction();
}
}
use of spacesettlers.actions.AbstractAction in project spacesettlers by amymcgovern.
the class AggressiveFlagCollectorTeamClient method getAsteroidCollectorAction.
/**
* Gets the action for the asteroid collecting ship
* @param space
* @param ship
* @return
*/
private AbstractAction getAsteroidCollectorAction(Toroidal2DPhysics space, Ship ship) {
AbstractAction current = ship.getCurrentAction();
Position currentPosition = ship.getPosition();
// aim for a beacon if there isn't enough energy
if (ship.getEnergy() < 2000) {
Beacon beacon = pickNearestBeacon(space, ship);
AbstractAction newAction = null;
// if there is no beacon, then just skip a turn
if (beacon == null) {
newAction = new DoNothingAction();
} else {
newAction = new MoveToObjectAction(space, currentPosition, beacon);
}
aimingForBase.put(ship.getId(), false);
return newAction;
}
// if the ship has enough resourcesAvailable, take it back to base
if (ship.getResources().getTotal() > 500) {
Base base = findNearestBase(space, ship);
AbstractAction newAction = new MoveToObjectAction(space, currentPosition, base);
aimingForBase.put(ship.getId(), true);
return newAction;
}
// did we bounce off the base?
if (ship.getResources().getTotal() == 0 && ship.getEnergy() > 2000 && aimingForBase.containsKey(ship.getId()) && aimingForBase.get(ship.getId())) {
current = null;
aimingForBase.put(ship.getId(), false);
}
// otherwise aim for the asteroid
if (current == null || current.isMovementFinished(space)) {
aimingForBase.put(ship.getId(), false);
Asteroid asteroid = pickHighestValueNearestFreeAsteroid(space, ship);
AbstractAction newAction = null;
if (asteroid != null) {
asteroidToShipMap.put(asteroid.getId(), ship);
newAction = new MoveToObjectAction(space, currentPosition, asteroid, asteroid.getPosition().getTranslationalVelocity());
}
return newAction;
}
return ship.getCurrentAction();
}
use of spacesettlers.actions.AbstractAction in project spacesettlers by amymcgovern.
the class AggressiveHeuristicAsteroidCollectorSingletonTeamClient method getMovementStart.
/**
* Assigns ships to asteroids and beacons, as described above
*/
public Map<UUID, AbstractAction> getMovementStart(Toroidal2DPhysics space, Set<AbstractActionableObject> actionableObjects) {
HashMap<UUID, AbstractAction> actions = new HashMap<UUID, AbstractAction>();
// loop through each ship
for (AbstractObject actionable : actionableObjects) {
if (actionable instanceof Ship) {
Ship ship = (Ship) actionable;
// the first time we initialize, decide which ship is the asteroid collector
if (asteroidCollectorID == null) {
asteroidCollectorID = ship.getId();
}
AbstractAction action = getAggressiveAsteroidCollectorAction(space, ship);
actions.put(ship.getId(), action);
} else {
// it is a base. Heuristically decide when to use the shield (TODO)
actions.put(actionable.getId(), new DoNothingAction());
}
}
return actions;
}
use of spacesettlers.actions.AbstractAction in project spacesettlers by amymcgovern.
the class AggressiveHeuristicAsteroidCollectorSingletonTeamClient method getAggressiveAsteroidCollectorAction.
/**
* Gets the action for the asteroid collecting ship (while being aggressive towards the other ships)
* @param space
* @param ship
* @return
*/
private AbstractAction getAggressiveAsteroidCollectorAction(Toroidal2DPhysics space, Ship ship) {
AbstractAction current = ship.getCurrentAction();
Position currentPosition = ship.getPosition();
// aim for a beacon if there isn't enough energy
if (ship.getEnergy() < 2000) {
Beacon beacon = pickNearestBeacon(space, ship);
AbstractAction newAction = null;
// if there is no beacon, then just skip a turn
if (beacon == null) {
newAction = new DoNothingAction();
} else {
newAction = new MoveToObjectAction(space, currentPosition, beacon);
}
aimingForBase.put(ship.getId(), false);
shouldShoot = false;
return newAction;
}
// if the ship has enough resourcesAvailable, take it back to base
if (ship.getResources().getTotal() > 500 || ship.getNumCores() > 0) {
Base base = findNearestBase(space, ship);
AbstractAction newAction = new MoveToObjectAction(space, currentPosition, base);
aimingForBase.put(ship.getId(), true);
shouldShoot = false;
return newAction;
}
// did we bounce off the base?
if (ship.getResources().getTotal() == 0 && ship.getEnergy() > 2000 && aimingForBase.containsKey(ship.getId()) && aimingForBase.get(ship.getId())) {
current = null;
aimingForBase.put(ship.getId(), false);
shouldShoot = false;
}
// if there is a nearby core, go get it
AiCore nearbyCore = pickNearestCore(space, ship, 100);
if (nearbyCore != null) {
Position newGoal = nearbyCore.getPosition();
AbstractAction newAction = new MoveToObjectAction(space, currentPosition, nearbyCore);
return newAction;
}
// otherwise either for an asteroid or an enemy ship (depending on who is closer and what we need)
if (current == null || current.isMovementFinished(space)) {
aimingForBase.put(ship.getId(), false);
// see if there is an enemy ship nearby
Ship enemy = pickNearestEnemyShip(space, ship);
// find the highest valued nearby asteroid
Asteroid asteroid = pickHighestValueNearestFreeAsteroid(space, ship);
AbstractAction newAction = null;
// if there is no enemy nearby, go for an asteroid
if (enemy == null) {
if (asteroid != null) {
newAction = new MoveToObjectAction(space, currentPosition, asteroid, asteroid.getPosition().getTranslationalVelocity());
shouldShoot = false;
return newAction;
} else {
// no enemy and no asteroid, just skip this turn (shouldn't happen often)
shouldShoot = true;
newAction = new DoNothingAction();
return newAction;
}
}
// now decide which one to aim for
if (asteroid != null) {
double enemyDistance = space.findShortestDistance(ship.getPosition(), enemy.getPosition());
double asteroidDistance = space.findShortestDistance(ship.getPosition(), asteroid.getPosition());
// we are aggressive, so aim for enemies if they are nearby
if (enemyDistance < asteroidDistance) {
shouldShoot = true;
newAction = new MoveToObjectAction(space, currentPosition, enemy, enemy.getPosition().getTranslationalVelocity());
} else {
shouldShoot = false;
newAction = new MoveToObjectAction(space, currentPosition, asteroid, asteroid.getPosition().getTranslationalVelocity());
}
return newAction;
} else {
newAction = new MoveToObjectAction(space, currentPosition, enemy, enemy.getPosition().getTranslationalVelocity());
}
return newAction;
}
// return the current if new goals haven't formed
return ship.getCurrentAction();
}
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