use of spacesettlers.objects.AiCore 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);
}
}
}
use of spacesettlers.objects.AiCore in project spacesettlers by amymcgovern.
the class CoreCollectorTeamClient method pickNearestFreeCore.
/**
* Find the nearest free core to this ship
* @param space
* @param ship
* @return
*/
private AiCore pickNearestFreeCore(Toroidal2DPhysics space, Ship ship) {
Set<AiCore> cores = space.getCores();
AiCore closestCore = null;
double bestDistance = Double.POSITIVE_INFINITY;
for (AiCore core : cores) {
if (coreToShipMap.containsKey(core)) {
continue;
}
double dist = space.findShortestDistance(ship.getPosition(), core.getPosition());
if (dist < bestDistance) {
bestDistance = dist;
closestCore = core;
}
}
return closestCore;
}
use of spacesettlers.objects.AiCore in project spacesettlers by amymcgovern.
the class AggressiveHeuristicAsteroidCollectorTeamClient 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);
goingForCore.put(ship.getId(), 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);
goingForCore.put(ship.getId(), 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);
goingForCore.put(ship.getId(), 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);
aimingForBase.put(ship.getId(), false);
goingForCore.put(ship.getId(), true);
return newAction;
}
// otherwise aim for the asteroid
if (current == null || current.isMovementFinished(space)) {
aimingForBase.put(ship.getId(), false);
goingForCore.put(ship.getId(), false);
Asteroid asteroid = pickHighestValueNearestFreeAsteroid(space, ship);
AbstractAction newAction = null;
if (asteroid == null) {
// there is no asteroid 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 {
asteroidToShipMap.put(asteroid.getId(), ship);
newAction = new MoveToObjectAction(space, currentPosition, asteroid, asteroid.getPosition().getTranslationalVelocity());
}
return newAction;
} else {
return ship.getCurrentAction();
}
}
use of spacesettlers.objects.AiCore in project spacesettlers by amymcgovern.
the class AggressiveHeuristicAsteroidCollectorTeamClient 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);
goingForCore.put(ship.getId(), 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);
goingForCore.put(ship.getId(), 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;
goingForCore.put(ship.getId(), false);
aimingForBase.put(ship.getId(), 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);
goingForCore.put(ship.getId(), true);
aimingForBase.put(ship.getId(), false);
return newAction;
}
// otherwise aim for the nearest enemy ship
if (current == null || current.isMovementFinished(space)) {
aimingForBase.put(ship.getId(), false);
goingForCore.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.objects.AiCore in project spacesettlers by amymcgovern.
the class CollisionHandler method missileCollision.
/**
* Collide with a missile
* @param object1
* @param object2
*/
private void missileCollision(Missile missile, AbstractObject object2) {
// get the ship that fired this
Ship firingShip = missile.getFiringShip();
firingShip.decrementWeaponCount();
// did it hit a ship?
if (object2.getClass() == Ship.class) {
Ship ship = (Ship) object2;
// only take damageInflicted if not shielded
if (!ship.isShielded()) {
double initialEnergy = ship.getEnergy();
ship.updateEnergy(missile.getDamage());
if (ship.getEnergy() <= 0) {
// if you killed the ship, only count the final amount of damage needed to kill it
firingShip.incrementDamageInflicted((int) initialEnergy);
ship.incrementDamageReceived(-(int) initialEnergy);
} else {
// otherwise a missile is a fixed amount of damage
firingShip.incrementDamageInflicted(-missile.getDamage());
ship.incrementDamageReceived(missile.getDamage());
}
// it hit a ship
firingShip.incrementHitsInflicted();
}
// if the bullet killed the ship, credit the ship that hit it
if (ship.getEnergy() <= 0) {
// System.out.println("ship " + firingShip.getTeamName() + " stealing resourcesAvailable " + shipMoney + " from " + ship.getTeamName() + ship.getId());
// it killed a ship
firingShip.incrementKillsInflicted();
ship.incrementKillsReceived();
}
}
// did it hit a base?
if (object2.getClass() == Base.class) {
Base base = (Base) object2;
// only take damageInflicted if not shielded
if (!base.isShielded()) {
double initialEnergy = base.getEnergy();
base.updateEnergy(missile.getDamage());
if (base.getEnergy() <= 0) {
// if the base is dead, you can only count the energy it had prior to being dead
firingShip.incrementDamageInflicted((int) initialEnergy);
base.incrementDamageReceived(-(int) initialEnergy);
// System.out.println("Firing at a dead base - should give only " + (int) -initialEnergy + " in damage");
} else {
// otherwise the missles count constant
firingShip.incrementDamageInflicted(-missile.getDamage());
base.incrementDamageReceived(missile.getDamage());
}
// it hit a base
firingShip.incrementHitsInflicted();
}
}
// Handle a bullet hitting a bullet
if (object2.getClass() == Missile.class) {
object2.setAlive(false);
Ship otherFiringShip = ((Missile) object2).getFiringShip();
otherFiringShip.decrementWeaponCount();
}
// Did the missile hit an AiCore? If so, damage the AiCore.
if (object2.getClass() == AiCore.class) {
AiCore core = (AiCore) object2;
core.updateEnergy(-missile.getDamage());
}
// make the missile die
missile.setAlive(false);
}
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