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Example 1 with DoNothingAction

use of spacesettlers.actions.DoNothingAction 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;
}
Also used : HashMap(java.util.HashMap) AbstractObject(spacesettlers.objects.AbstractObject) Ship(spacesettlers.objects.Ship) UUID(java.util.UUID) AbstractAction(spacesettlers.actions.AbstractAction) Flag(spacesettlers.objects.Flag) DoNothingAction(spacesettlers.actions.DoNothingAction) Base(spacesettlers.objects.Base) MoveToObjectAction(spacesettlers.actions.MoveToObjectAction)

Example 2 with DoNothingAction

use of spacesettlers.actions.DoNothingAction 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();
    }
}
Also used : Position(spacesettlers.utilities.Position) Beacon(spacesettlers.objects.Beacon) Ship(spacesettlers.objects.Ship) AbstractAction(spacesettlers.actions.AbstractAction) DoNothingAction(spacesettlers.actions.DoNothingAction) Base(spacesettlers.objects.Base) MoveToObjectAction(spacesettlers.actions.MoveToObjectAction)

Example 3 with DoNothingAction

use of spacesettlers.actions.DoNothingAction 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();
}
Also used : Asteroid(spacesettlers.objects.Asteroid) Position(spacesettlers.utilities.Position) Beacon(spacesettlers.objects.Beacon) AbstractAction(spacesettlers.actions.AbstractAction) DoNothingAction(spacesettlers.actions.DoNothingAction) Base(spacesettlers.objects.Base) MoveToObjectAction(spacesettlers.actions.MoveToObjectAction)

Example 4 with DoNothingAction

use of spacesettlers.actions.DoNothingAction 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;
}
Also used : HashMap(java.util.HashMap) AbstractObject(spacesettlers.objects.AbstractObject) Ship(spacesettlers.objects.Ship) UUID(java.util.UUID) AbstractAction(spacesettlers.actions.AbstractAction) DoNothingAction(spacesettlers.actions.DoNothingAction)

Example 5 with DoNothingAction

use of spacesettlers.actions.DoNothingAction 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();
}
Also used : Asteroid(spacesettlers.objects.Asteroid) Position(spacesettlers.utilities.Position) AiCore(spacesettlers.objects.AiCore) Beacon(spacesettlers.objects.Beacon) Ship(spacesettlers.objects.Ship) AbstractAction(spacesettlers.actions.AbstractAction) DoNothingAction(spacesettlers.actions.DoNothingAction) Base(spacesettlers.objects.Base) MoveToObjectAction(spacesettlers.actions.MoveToObjectAction)

Aggregations

AbstractAction (spacesettlers.actions.AbstractAction)19 DoNothingAction (spacesettlers.actions.DoNothingAction)19 Ship (spacesettlers.objects.Ship)15 UUID (java.util.UUID)12 AbstractObject (spacesettlers.objects.AbstractObject)12 Position (spacesettlers.utilities.Position)12 HashMap (java.util.HashMap)11 MoveToObjectAction (spacesettlers.actions.MoveToObjectAction)11 Base (spacesettlers.objects.Base)11 Beacon (spacesettlers.objects.Beacon)8 Asteroid (spacesettlers.objects.Asteroid)6 AiCore (spacesettlers.objects.AiCore)5 MoveAction (spacesettlers.actions.MoveAction)2 AbstractActionableObject (spacesettlers.objects.AbstractActionableObject)2 Flag (spacesettlers.objects.Flag)2 LinkedHashSet (java.util.LinkedHashSet)1 Map (java.util.Map)1 ExecutionException (java.util.concurrent.ExecutionException)1 ExecutorService (java.util.concurrent.ExecutorService)1 Future (java.util.concurrent.Future)1