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Example 1 with Asteroid

use of spacesettlers.objects.Asteroid 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 2 with Asteroid

use of spacesettlers.objects.Asteroid in project spacesettlers by amymcgovern.

the class AggressiveFlagCollectorTeamClient method pickHighestValueNearestFreeAsteroid.

/**
 * Returns the asteroid of highest value that isn't already being chased by this team
 *
 * @return
 */
private Asteroid pickHighestValueNearestFreeAsteroid(Toroidal2DPhysics space, Ship ship) {
    Set<Asteroid> asteroids = space.getAsteroids();
    int bestMoney = Integer.MIN_VALUE;
    Asteroid bestAsteroid = null;
    double minDistance = Double.MAX_VALUE;
    for (Asteroid asteroid : asteroids) {
        if (!asteroidToShipMap.containsKey(asteroid.getId())) {
            if (asteroid.isMineable() && asteroid.getResources().getTotal() > bestMoney) {
                double dist = space.findShortestDistance(asteroid.getPosition(), ship.getPosition());
                if (dist < minDistance) {
                    bestMoney = asteroid.getResources().getTotal();
                    bestAsteroid = asteroid;
                    minDistance = dist;
                }
            }
        }
    }
    // System.out.println("Best asteroid has " + bestMoney);
    return bestAsteroid;
}
Also used : Asteroid(spacesettlers.objects.Asteroid)

Example 3 with Asteroid

use of spacesettlers.objects.Asteroid 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)

Example 4 with Asteroid

use of spacesettlers.objects.Asteroid in project spacesettlers by amymcgovern.

the class AggressiveHeuristicAsteroidCollectorSingletonTeamClient method pickHighestValueNearestFreeAsteroid.

/**
 * Returns the asteroid of highest value that isn't already being chased by this team
 *
 * @return
 */
private Asteroid pickHighestValueNearestFreeAsteroid(Toroidal2DPhysics space, Ship ship) {
    Set<Asteroid> asteroids = space.getAsteroids();
    int bestMoney = Integer.MIN_VALUE;
    Asteroid bestAsteroid = null;
    double minDistance = Double.MAX_VALUE;
    for (Asteroid asteroid : asteroids) {
        if (!asteroidToShipMap.containsKey(asteroid.getId())) {
            if (asteroid.isMineable() && asteroid.getResources().getTotal() > bestMoney) {
                double dist = space.findShortestDistance(asteroid.getPosition(), ship.getPosition());
                if (dist < minDistance) {
                    bestMoney = asteroid.getResources().getTotal();
                    // System.out.println("Considering asteroid " + asteroid.getId() + " as a best one");
                    bestAsteroid = asteroid;
                    minDistance = dist;
                }
            }
        }
    }
    // System.out.println("Best asteroid has " + bestMoney);
    return bestAsteroid;
}
Also used : Asteroid(spacesettlers.objects.Asteroid)

Example 5 with Asteroid

use of spacesettlers.objects.Asteroid in project spacesettlers by amymcgovern.

the class AggressiveHeuristicAsteroidCollectorTeamClient method pickHighestValueNearestFreeAsteroid.

/**
 * Returns the asteroid of highest value that isn't already being chased by this team
 *
 * @return
 */
private Asteroid pickHighestValueNearestFreeAsteroid(Toroidal2DPhysics space, Ship ship) {
    Set<Asteroid> asteroids = space.getAsteroids();
    int bestMoney = Integer.MIN_VALUE;
    Asteroid bestAsteroid = null;
    double minDistance = Double.MAX_VALUE;
    for (Asteroid asteroid : asteroids) {
        if (!asteroidToShipMap.containsKey(asteroid.getId())) {
            if (asteroid.isMineable() && asteroid.getResources().getTotal() > bestMoney) {
                double dist = space.findShortestDistance(asteroid.getPosition(), ship.getPosition());
                if (dist < minDistance) {
                    bestMoney = asteroid.getResources().getTotal();
                    // System.out.println("Considering asteroid " + asteroid.getId() + " as a best one");
                    bestAsteroid = asteroid;
                    minDistance = dist;
                }
            }
        }
    }
    // System.out.println("Best asteroid has " + bestMoney);
    return bestAsteroid;
}
Also used : Asteroid(spacesettlers.objects.Asteroid)

Aggregations

Asteroid (spacesettlers.objects.Asteroid)25 Position (spacesettlers.utilities.Position)14 Beacon (spacesettlers.objects.Beacon)9 Ship (spacesettlers.objects.Ship)9 Base (spacesettlers.objects.Base)8 Vector2D (spacesettlers.utilities.Vector2D)8 Test (org.junit.Test)6 AbstractAction (spacesettlers.actions.AbstractAction)6 DoNothingAction (spacesettlers.actions.DoNothingAction)6 MoveToObjectAction (spacesettlers.actions.MoveToObjectAction)5 Team (spacesettlers.clients.Team)2 AbstractObject (spacesettlers.objects.AbstractObject)2 AiCore (spacesettlers.objects.AiCore)2 Flag (spacesettlers.objects.Flag)2 ResourcePile (spacesettlers.objects.resources.ResourcePile)2 HashMap (java.util.HashMap)1 Map (java.util.Map)1 UUID (java.util.UUID)1 ExecutionException (java.util.concurrent.ExecutionException)1 ExecutorService (java.util.concurrent.ExecutorService)1