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package ch.epfl.maze.physical.pacman;
import ch.epfl.maze.physical.Animal;
import ch.epfl.maze.physical.Daedalus;
import ch.epfl.maze.util.Vector2D;
/**
* Orange ghost from the Pac-Man game, alternates between direct chase if far
* from its target and SCATTER if close.
*
* @author EPFL
* @author Pacien TRAN-GIRARD
*/
public class Clyde extends Ghost {
private static double PROXIMITY_THRESHOLD = 4.0d;
/**
* Constructs a Clyde with a starting position.
*
* @param position Starting position of Clyde in the labyrinth
*/
public Clyde(Vector2D position) {
super(position);
}
/**
* Checks if Clyde is close to the targeted Prey.
*
* @param daedalus The Daedalus
* @return T(the Prey is reckless)
*/
private boolean closeToTarget(Daedalus daedalus) {
double dist = this
.getPosition()
.sub(this.getPreyPosition(daedalus))
.dist();
return dist < Clyde.PROXIMITY_THRESHOLD;
}
/**
* Returns the current Mode, forcing the SCATTER Mode if far from the target.
*
* @param daedalus The Daedalus
* @return The current Mode
*/
@Override
protected Mode getMode(Daedalus daedalus) {
return this.closeToTarget(daedalus) ? super.getMode(daedalus) : Mode.SCATTER;
}
/**
* Targets directly the current position of the Prey.
*
* @param daedalus The Daedalus
* @return The position of the Prey
*/
@Override
protected Vector2D getPreyTargetPosition(Daedalus daedalus) {
return getPreyPosition(daedalus);
}
@Override
public Animal copy() {
return new Clyde(this.getPosition());
}
}
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