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package ch.epfl.maze.physical;
import ch.epfl.maze.util.Direction;
import ch.epfl.maze.util.Vector2D;
import java.util.ArrayList;
import java.util.List;
/**
* Predator ghost that have two different modes and a home position in the labyrinth.
*
* @author Pacien TRAN-GIRARD
*/
abstract public class GhostPredator extends Predator {
public enum Mode {
CHASE(40),
SCATTER(14);
public static final Mode DEFAULT = CHASE;
public final int duration;
/**
* Constructs a new Mode with the given duration.
*
* @param duration The duration in cycles
*/
Mode(int duration) {
this.duration = duration;
}
/**
* Returns the next Mode.
*
* @return The next Mode
*/
public Mode getNext() {
switch (this) {
case CHASE:
return SCATTER;
case SCATTER:
return CHASE;
default:
return DEFAULT;
}
}
}
private static Prey commonPrey;
private final Vector2D homePosition;
private Mode mode;
private int modeCycle;
/**
* Constructs a predator with a specified position.
*
* @param position Position of the predator in the labyrinth
*/
public GhostPredator(Vector2D position) {
super(position);
this.homePosition = position;
this.mode = Mode.DEFAULT;
this.modeCycle = 0;
}
/**
* Selects a new random Prey to chase in the Daedalus.
*
* @param daedalus The Daedalus
* @return The Chosen One
*/
private static Prey selectRandomPrey(Daedalus daedalus) {
if (daedalus.getPreys().isEmpty()) return null;
int randomPreyIndex = GhostPredator.RANDOM_SOURCE.nextInt(daedalus.getPreys().size());
return daedalus.getPreys().get(randomPreyIndex);
}
/**
* Returns the commonly targeted Prey.
*
* @param daedalus The Daedalus
* @return The common Prey
*/
private static Prey getPrey(Daedalus daedalus) {
if (GhostPredator.commonPrey == null || !daedalus.hasPrey(GhostPredator.commonPrey))
GhostPredator.commonPrey = GhostPredator.selectRandomPrey(daedalus);
return GhostPredator.commonPrey;
}
/**
* Returns the commonly targeted Prey's position.
*
* @param daedalus The Daedalus
* @return The position of the Prey
*/
protected final Vector2D getPreyPosition(Daedalus daedalus) {
Prey prey = GhostPredator.getPrey(daedalus);
if (prey == null) return this.homePosition;
return prey.getPosition();
}
/**
* Returns the commonly targeted Prey's Direction.
*
* @param daedalus The Daedalus
* @return The Direction the Prey is facing
*/
protected final Direction getPreyDirection(Daedalus daedalus) {
Prey prey = GhostPredator.getPrey(daedalus);
if (prey == null) return Direction.NONE;
return prey.getDirection();
}
/**
* Calculates the Euclidean distance from the adjacent position at the given Direction to the target position.
*
* @param dir The adjacent Direction
* @param targetPosition The targeted position
* @return The Euclidean distance between the two positions
*/
private double calcDistanceFromAdjacentDirectionTo(Direction dir, Vector2D targetPosition) {
return this
.getPosition()
.addDirectionTo(dir)
.sub(targetPosition)
.dist();
}
/**
* Selects the best Direction in the given choices by minimizing the Euclidean distance to the targeted position.
*
* @param targetPosition The targeted position
* @param choices An array of Direction choices
* @return An array of optimal Direction choices
*/
private Direction[] selectBestPaths(Vector2D targetPosition, Direction[] choices) {
List<Direction> bestPaths = new ArrayList<>();
double minDist = Double.MAX_VALUE;
for (Direction dir : choices) {
double dist = this.calcDistanceFromAdjacentDirectionTo(dir, targetPosition);
if (dist < minDist) {
minDist = dist;
bestPaths.clear();
}
if (dist <= minDist)
bestPaths.add(dir);
}
return bestPaths.toArray(new Direction[bestPaths.size()]);
}
/**
* Rotates to the next Mode.
*/
protected void rotateMode() {
this.mode = this.mode.getNext();
this.modeCycle = 0;
}
/**
* Increments the cycle counter and rotates to the next Mode if the Mode's duration has been reached.
*/
private void countCycle() {
this.modeCycle += 1;
if (this.modeCycle >= this.mode.duration)
this.rotateMode();
}
@Override
public Direction move(Direction[] choices, Daedalus daedalus) {
this.countCycle();
Direction[] smartChoices = choices.length > 1 ? this.excludeOrigin(choices) : choices;
Direction[] bestPaths = this.selectBestPaths(this.getTargetPosition(daedalus), smartChoices);
return this.move(bestPaths);
}
/**
* Returns the current Mode.
*
* @return The current Mode
*/
protected Mode getMode(Daedalus daedalus) {
return this.mode;
}
/**
* Returns the position to target according to the current Mode.
*
* @param daedalus The Daedalus
* @return The position to target
*/
protected Vector2D getTargetPosition(Daedalus daedalus) {
switch (this.getMode(daedalus)) {
case CHASE:
return this.getPreyTargetPosition(daedalus);
case SCATTER:
return this.homePosition;
default:
return this.homePosition;
}
}
/**
* Returns the Prey's projected targeted position.
*
* @param daedalus The Daedalus
* @return The projected position
*/
protected abstract Vector2D getPreyTargetPosition(Daedalus daedalus);
}
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