use of spacesettlers.objects.Beacon 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.Beacon 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.Beacon in project spacesettlers by amymcgovern.
the class Toroidal2DPhysics method respawnDeadObjects.
/**
* Respawns any dead objects in new random locations. Ships
* have a delay before they can respawn.
*/
public void respawnDeadObjects(Random random, double asteroidMaxVelocity) {
for (AbstractObject object : allObjects) {
if (!object.isAlive() && object.canRespawn()) {
Position newPosition = null;
// flags should re-spawn at a randomly chosen starting location
if (object instanceof Flag) {
Flag flag = (Flag) object;
newPosition = flag.getNewStartingPosition(random);
// ensure their starting location is free (to handle the thought bug the class
// introduced of putting a ship or a base where the flag should spawn)
newPosition = getRandomFreeLocationInRegion(random, flag.getRadius() * 2, (int) newPosition.getX(), (int) newPosition.getY(), 75);
} else {
// note this is time 2 in order to ensure objects don't spawn touching (and just to get
// them a bit farther apart
newPosition = getRandomFreeLocation(random, object.getRadius() * 2);
}
object.setPosition(newPosition);
object.setAlive(true);
object.setDrawable(true);
// reset the UUID if it is a asteroid or beacon
if (object instanceof Asteroid || object instanceof Beacon) {
object.resetId();
}
// make moveable asteroids move again when they respawn
if (object.isMoveable() && !(object instanceof Flag)) {
Vector2D randomMotion = Vector2D.getRandom(random, asteroidMaxVelocity);
object.getPosition().setTranslationalVelocity(randomMotion);
}
}
}
}
use of spacesettlers.objects.Beacon in project spacesettlers by amymcgovern.
the class ObjectInfoPanel method updateData.
/**
* Update the GUI for this step using the simulator data as needed
* @param simulator
*/
public void updateData(SpaceSettlersSimulator simulator) {
// do not update if there is no selected object
if (this.selectedObject == null) {
return;
}
String name = "";
if (selectedObject.getClass() == Asteroid.class) {
Asteroid asteroid = (Asteroid) selectedObject;
if (asteroid.isMineable()) {
name = "Mineable asteroid";
} else {
name = "Non-mineable asteroid";
}
} else if (selectedObject.getClass() == Base.class) {
Base base = (Base) selectedObject;
name = "Base for " + base.getTeamName();
} else if (selectedObject.getClass() == Ship.class) {
Ship ship = (Ship) selectedObject;
name = "Ship for " + ship.getTeamName();
} else if (selectedObject.getClass() == Beacon.class) {
Beacon beacon = (Beacon) selectedObject;
name = "Beacon";
}
objectName.setText(name);
innerPanel.updateData(simulator);
resourcesPanel.updateData(selectedObject);
}
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