use of spacesettlers.objects.AbstractActionableObject in project spacesettlers by amymcgovern.
the class AggressiveFlagCollectorTeamClient method getTeamPurchases.
@Override
public /**
* If there is enough resourcesAvailable, buy a base. Place it by finding a ship that is sufficiently
* far away from the existing bases
*/
Map<UUID, PurchaseTypes> getTeamPurchases(Toroidal2DPhysics space, Set<AbstractActionableObject> actionableObjects, ResourcePile resourcesAvailable, PurchaseCosts purchaseCosts) {
HashMap<UUID, PurchaseTypes> purchases = new HashMap<UUID, PurchaseTypes>();
double BASE_BUYING_DISTANCE = 200;
boolean bought_base = false;
int numBases, numShips;
// count the number of ships for the base/ship buying algorithm
numShips = 0;
for (AbstractActionableObject actionableObject : actionableObjects) {
if (actionableObject instanceof Ship) {
numShips++;
}
}
// try to balance
if (purchaseCosts.canAfford(PurchaseTypes.BASE, resourcesAvailable)) {
for (AbstractActionableObject actionableObject : actionableObjects) {
if (actionableObject instanceof Ship) {
Ship ship = (Ship) actionableObject;
Set<Base> bases = space.getBases();
// how far away is this ship to a base of my team?
boolean buyBase = true;
numBases = 0;
for (Base base : bases) {
if (base.getTeamName().equalsIgnoreCase(getTeamName())) {
numBases++;
double distance = space.findShortestDistance(ship.getPosition(), base.getPosition());
if (distance < BASE_BUYING_DISTANCE) {
buyBase = false;
}
}
}
if (buyBase && numBases < numShips) {
purchases.put(ship.getId(), PurchaseTypes.BASE);
bought_base = true;
System.out.println("Aggressive Flag Collector is buying a base!");
break;
}
}
}
}
// can I buy a ship?
if (purchaseCosts.canAfford(PurchaseTypes.SHIP, resourcesAvailable) && bought_base == false) {
for (AbstractActionableObject actionableObject : actionableObjects) {
if (actionableObject instanceof Base) {
Base base = (Base) actionableObject;
purchases.put(base.getId(), PurchaseTypes.SHIP);
System.out.println("Aggressive Flag Collector is buying a ship!");
break;
}
}
}
return purchases;
}
use of spacesettlers.objects.AbstractActionableObject in project spacesettlers by amymcgovern.
the class AggressiveHeuristicAsteroidCollectorTeamClient method getTeamPurchases.
@Override
public /**
* If there is enough resourcesAvailable, buy a base. Place it by finding a ship that is sufficiently
* far away from the existing bases
*/
Map<UUID, PurchaseTypes> getTeamPurchases(Toroidal2DPhysics space, Set<AbstractActionableObject> actionableObjects, ResourcePile resourcesAvailable, PurchaseCosts purchaseCosts) {
HashMap<UUID, PurchaseTypes> purchases = new HashMap<UUID, PurchaseTypes>();
double BASE_BUYING_DISTANCE = 200;
boolean bought_base = false;
if (purchaseCosts.canAfford(PurchaseTypes.BASE, resourcesAvailable)) {
for (AbstractActionableObject actionableObject : actionableObjects) {
if (actionableObject instanceof Ship) {
Ship ship = (Ship) actionableObject;
Set<Base> bases = space.getBases();
// how far away is this ship to a base of my team?
double maxDistance = Double.MIN_VALUE;
for (Base base : bases) {
if (base.getTeamName().equalsIgnoreCase(getTeamName())) {
double distance = space.findShortestDistance(ship.getPosition(), base.getPosition());
if (distance > maxDistance) {
maxDistance = distance;
}
}
}
if (maxDistance > BASE_BUYING_DISTANCE) {
purchases.put(ship.getId(), PurchaseTypes.BASE);
bought_base = true;
// System.out.println("Buying a base!!");
break;
}
}
}
}
// see if you can buy EMPs
if (purchaseCosts.canAfford(PurchaseTypes.POWERUP_EMP_LAUNCHER, resourcesAvailable)) {
for (AbstractActionableObject actionableObject : actionableObjects) {
if (actionableObject instanceof Ship) {
Ship ship = (Ship) actionableObject;
if (!ship.getId().equals(asteroidCollectorID) && !ship.isValidPowerup(PurchaseTypes.POWERUP_EMP_LAUNCHER.getPowerupMap())) {
purchases.put(ship.getId(), PurchaseTypes.POWERUP_EMP_LAUNCHER);
}
}
}
}
// can I buy a ship?
if (purchaseCosts.canAfford(PurchaseTypes.SHIP, resourcesAvailable) && bought_base == false) {
for (AbstractActionableObject actionableObject : actionableObjects) {
if (actionableObject instanceof Base) {
Base base = (Base) actionableObject;
purchases.put(base.getId(), PurchaseTypes.SHIP);
break;
}
}
}
return purchases;
}
use of spacesettlers.objects.AbstractActionableObject in project spacesettlers by amymcgovern.
the class Team method getTeamPurchases.
/**
* Ask the team if they want to purchase anything this turn. You can only
* purchase one item per turn and only if you have enough resourcesAvailable.
*
* @param space
* @return
*/
public Map<UUID, PurchaseTypes> getTeamPurchases(Toroidal2DPhysics space) {
Map<UUID, PurchaseTypes> purchase = new HashMap<UUID, PurchaseTypes>();
final Toroidal2DPhysics clonedSpace = space.deepClone();
final Set<AbstractActionableObject> clonedActionableObjects = getTeamActionableObjectsClone(space);
final PurchaseCosts clonedPurchaseCost = getPurchaseCostClone();
final ResourcePile clonedResources = new ResourcePile(availableResources);
// if the previous thread call hasn't finished, then just return default
if (executor == null || executor.isTerminated()) {
executor = Executors.newSingleThreadExecutor();
} else {
return purchase;
}
// System.out.println("exec " + executor.isTerminated());
Future<Map<UUID, PurchaseTypes>> future = executor.submit(new Callable<Map<UUID, PurchaseTypes>>() {
public Map<UUID, PurchaseTypes> call() throws Exception {
return teamClient.getTeamPurchases(clonedSpace, clonedActionableObjects, clonedResources, clonedPurchaseCost);
}
});
try {
// start
purchase = future.get(SpaceSettlersSimulator.TEAM_ACTION_TIMEOUT, TimeUnit.MILLISECONDS);
// finished in time
} catch (TimeoutException e) {
// was terminated
// return empty map, don't buy anything
System.out.println(getTeamName() + " timed out in getTeamPurchases");
purchase = new HashMap<UUID, PurchaseTypes>();
} catch (InterruptedException e) {
// we were interrupted (should not happen but lets be good programmers)
// return empty map, don't buy anything
purchase = new HashMap<UUID, PurchaseTypes>();
e.printStackTrace();
} catch (ExecutionException e) {
// the executor threw and exception (should not happen but lets be good programmers)
// return empty map, don't buy anything
purchase = new HashMap<UUID, PurchaseTypes>();
e.printStackTrace();
} catch (RejectedExecutionException e) {
System.err.println("exec" + executor.isTerminated());
e.printStackTrace();
} catch (Exception e) {
purchase = new HashMap<UUID, PurchaseTypes>();
e.printStackTrace();
}
executor.shutdownNow();
return purchase;
}
use of spacesettlers.objects.AbstractActionableObject in project spacesettlers by amymcgovern.
the class SpaceSettlersSimulator method handlePurchases.
/**
* Handle purchases for a team
*
* @param team
* @param purchases
*/
private void handlePurchases(Team team, Map<UUID, PurchaseTypes> purchases) {
// handle teams that don't purchase
if (purchases == null) {
return;
}
for (UUID key : purchases.keySet()) {
PurchaseTypes purchase = purchases.get(key);
// skip the purchase if there isn't enough resourcesAvailable
if (!team.canAfford(purchase)) {
continue;
}
// get the object where the item is to be purchased (on on whom it is to be purchased)
AbstractActionableObject purchasingObject = (AbstractActionableObject) simulatedSpace.getObjectById(key);
// can only make purchases for your team
if (!purchasingObject.getTeamName().equalsIgnoreCase(team.getTeamName())) {
continue;
}
switch(purchase) {
case BASE:
// only purchase if this is a ship (can't buy a base next to a base)
if (purchasingObject instanceof Ship) {
Ship ship = (Ship) purchasingObject;
// set the base just away from the ship (to avoid a collision)
Position newPosition = simulatedSpace.getRandomFreeLocationInRegion(random, Base.BASE_RADIUS, (int) ship.getPosition().getX(), (int) ship.getPosition().getY(), (6 * (ship.getRadius() + Base.BASE_RADIUS)));
// make the new base and add it to the lists
Base base = new Base(newPosition, team.getTeamName(), team, false);
simulatedSpace.addObject(base);
team.addBase(base);
// charge the team for the purchase
team.decrementAvailableResources(team.getCurrentCost(purchase));
team.updateCost(purchase);
}
break;
case SHIP:
// can only buy if there are enough ships
if (team.getShips().size() >= team.getMaxNumberShips())
break;
// Ships can only be purchased near a base (which launches them)
if (purchasingObject instanceof Base) {
Base base = (Base) purchasingObject;
// set the new ship just away from the base (to avoid a collision)
Position newPosition = simulatedSpace.getRandomFreeLocationInRegion(random, Ship.SHIP_RADIUS, (int) base.getPosition().getX(), (int) base.getPosition().getY(), (10 * (base.getRadius() + Ship.SHIP_RADIUS)));
// make the new ship and add it to the lists
Ship ship = new Ship(team.getTeamName(), team.getTeamColor(), newPosition);
simulatedSpace.addObject(ship);
team.addShip(ship);
// charge the team for the purchase
team.decrementAvailableResources(team.getCurrentCost(purchase));
team.updateCost(purchase);
}
break;
case POWERUP_SHIELD:
purchasingObject.addPowerup(SpaceSettlersPowerupEnum.TOGGLE_SHIELD);
// charge the team for the purchase
team.decrementAvailableResources(team.getCurrentCost(purchase));
team.updateCost(purchase);
System.out.println("Buying a shield");
break;
case POWERUP_EMP_LAUNCHER:
// only purchase if this is a ship (can't buy a base next to a base)
if (purchasingObject instanceof Ship) {
purchasingObject.addPowerup(SpaceSettlersPowerupEnum.FIRE_EMP);
// charge the team for the purchase
team.decrementAvailableResources(team.getCurrentCost(purchase));
team.updateCost(purchase);
System.out.println("Buying a emp launcher");
}
break;
case POWERUP_DOUBLE_BASE_HEALING_SPEED:
// this can only be purchased on bases
if (purchasingObject instanceof Base) {
purchasingObject.addPowerup(SpaceSettlersPowerupEnum.DOUBLE_BASE_HEALING_SPEED);
// charge the team for the purchase
team.decrementAvailableResources(team.getCurrentCost(purchase));
team.updateCost(purchase);
System.out.println("Buying a healing doubler for a base");
}
break;
case POWERUP_DOUBLE_MAX_ENERGY:
purchasingObject.addPowerup(SpaceSettlersPowerupEnum.DOUBLE_MAX_ENERGY);
// charge the team for the purchase
team.decrementAvailableResources(team.getCurrentCost(purchase));
team.updateCost(purchase);
System.out.println("Buying a energy doubler");
break;
case POWERUP_DOUBLE_WEAPON_CAPACITY:
purchasingObject.addPowerup(SpaceSettlersPowerupEnum.DOUBLE_WEAPON_CAPACITY);
// charge the team for the purchase
team.decrementAvailableResources(team.getCurrentCost(purchase));
team.updateCost(purchase);
System.out.println("Buying a weapons doubler");
break;
case NOTHING:
break;
default:
break;
}
}
}
use of spacesettlers.objects.AbstractActionableObject in project spacesettlers by amymcgovern.
the class Toroidal2DPhysics method advanceTime.
/**
* Move all moveable objects and handle power ups.
*/
public void advanceTime(int currentTimeStep, Map<UUID, SpaceSettlersPowerupEnum> powerups) {
this.currentTimeStep = currentTimeStep;
// heal any base injuries
for (Base base : bases) {
base.updateEnergy(base.getHealingIncrement());
}
// detect collisions across all objects
detectCollisions();
// get the power ups and create any objects (weapons) as necessary
for (UUID key : powerups.keySet()) {
AbstractObject swobject = getObjectById(key);
// if the object is not alive or it is not actionable, then ignore this
if (!swobject.isAlive() || (!(swobject instanceof AbstractActionableObject))) {
continue;
}
// otherwise, handle the power up
handlePowerup((AbstractActionableObject) swobject, powerups.get(key));
}
// now move all objects that are moveable (which may include weapons)
for (AbstractObject object : allObjects) {
// skip non-moveable objects or dead object
if (!object.isMoveable() || !object.isAlive()) {
continue;
}
Position currentPosition = object.getPosition();
// is it a ship that can be controlled?
if (object.isControllable()) {
Ship ship = (Ship) object;
AbstractAction action = ship.getCurrentAction();
// handle a null action
if (action == null) {
action = new DoNothingAction();
}
// need to clone the ship and space because otherwise the ship can affect
// itself inside AbstractAction
Movement actionMovement = action.getMovement(this.deepClone(), ship.deepClone());
Position newPosition = applyMovement(currentPosition, actionMovement, timeStep);
if (newPosition.isValid()) {
ship.setPosition(newPosition);
} else {
ship.setPosition(currentPosition);
}
// spend ship energy proportional to its acceleration (old formula used velocity) and mass (new for space settlers
// since resources cost mass)
// double penalty = ENERGY_PENALTY * -Math.abs(ship.getPosition().getTotalTranslationalVelocity());
double angularAccel = Math.abs(actionMovement.getAngularAccleration());
double angularInertia = (3.0 * ship.getMass() * ship.getRadius() * angularAccel) / 2.0;
double linearAccel = actionMovement.getTranslationalAcceleration().getMagnitude();
double linearInertia = ship.getMass() * linearAccel;
int penalty = (int) Math.floor(ENERGY_PENALTY * (angularInertia + linearInertia));
ship.updateEnergy(-penalty);
// this isn't the most general fix but it will work for now (also has to be done for bases)
if (ship.isShielded()) {
ship.updateEnergy(-PowerupToggleShield.SHIELD_STEP_COST);
}
// if (!ship.isAlive()) {
// System.out.println("Ship " + ship.getTeamName() + ship.getId() + " is dead");
// }
} else {
// move all other types of objects
Position newPosition = moveOneTimestep(currentPosition);
object.setPosition(newPosition);
}
// if any ships or bases are frozen, decrement their frozen count
if (object instanceof AbstractActionableObject && !object.isControllable()) {
AbstractActionableObject actionable = (AbstractActionableObject) object;
actionable.decrementFreezeCount();
}
}
// go through and see if any bases have died
Set<Base> basesClone = new LinkedHashSet<Base>(bases);
for (Base base : basesClone) {
// this isn't the most general fix but it will work for now (also has to be done for bases)
if (base.isShielded()) {
base.updateEnergy(-PowerupToggleShield.SHIELD_STEP_COST);
}
if (!base.isAlive()) {
base.setAlive(false);
removeObject(base);
base.getTeam().removeBase(base);
}
}
// from when it was called inside updateEnergy
for (Ship ship : ships) {
if (ship.getEnergy() <= 0 && ship.isAlive() == true) {
// drop any resources that the ship was carrying
ResourcePile resources = ship.getResources();
// Spawn a new AiCore with the same velocity magnitude and direction as its parent ship.
// handle dropping the core if the ship died
Position corePosition = ship.getPosition();
corePosition.setTranslationalVelocity(ship.getPosition().getTranslationalVelocity());
corePosition.setAngularVelocity(ship.getPosition().getAngularVelocity());
AiCore shipCore = new AiCore(corePosition, ship.getTeamName(), ship.getTeamColor());
this.addObject(shipCore);
if (resources.getTotal() > 0) {
// Position newPosition = ship.getPosition();
// newPosition.setTranslationalVelocity(new Vector2D(0,0));
// newPosition.setAngularVelocity(0.0);
// Asteroid newAsteroid = new Asteroid(newPosition, true, ship.getRadius(), true, resources);
// this.addObject(newAsteroid);
// distributeResourcesToNearbyAsteroids(ship.getPosition(), resources);
// System.out.println("Adding a new asteroid with resources " + newAsteroid.getResources().getTotal() +
// " due to death, total is " + asteroids.size());
// System.out.println("Ship died and " + resources.getTotal() + " has been added to an asteroid");
}
// set the ship to dead last (so we can grab its resources first)
ship.setAlive(false);
}
}
}
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