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package ch.epfl.maze.physical.pacman;
import ch.epfl.maze.physical.Daedalus;
import ch.epfl.maze.physical.Predator;
import ch.epfl.maze.physical.Prey;
import ch.epfl.maze.physical.stragegies.picker.RandomPicker;
import ch.epfl.maze.physical.stragegies.reducer.BackwardReducer;
import ch.epfl.maze.physical.stragegies.reducer.CostReducer;
import ch.epfl.maze.util.Direction;
import ch.epfl.maze.util.Vector2D;
import java.util.EnumSet;
import java.util.Set;
/**
* Predator ghost that have two different modes and a home position in the labyrinth.
*
* @author Pacien TRAN-GIRARD
*/
abstract public class Ghost extends Predator implements BackwardReducer, CostReducer, RandomPicker {
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 Ghost(Vector2D position) {
super(position);
this.homePosition = position;
this.mode = Mode.DEFAULT;
this.modeCycle = 0;
}
/**
* Returns the cost to reach the target by choosing the given Direction by calculating the Euclidean distance.
*
* @param choice The Direction choice
* @param daedalus The Daedalus
* @return The Euclidean distance cost
*/
@Override
public int getChoiceCost(Direction choice, Daedalus daedalus) {
Vector2D target = this.getTargetPosition(daedalus);
return (int) (this.getDistanceTo(choice, target) * 100);
}
@Override
public Set<Direction> reduce(Set<Direction> choices) {
return EnumSet.noneOf(Direction.class);
}
/**
* Selects the best Direction in the given choices by minimizing the Euclidean distance to the targeted position
* after excluding the provenance if possible.
*
* @param choices A set of Direction choices
* @param daedalus The Daedalus
* @return A set of optimal Direction choices
*/
@Override
public Set<Direction> reduce(Set<Direction> choices, Daedalus daedalus) {
Set<Direction> forwardChoices = choices.size() > 1 ? BackwardReducer.super.reduce(choices) : choices;
return CostReducer.super.reduce(forwardChoices, daedalus);
}
@Override
public Direction move(Set<Direction> choices, Daedalus daedalus) {
this.countCycle();
Set<Direction> bestChoices = this.reduce(choices, daedalus);
return this.pick(bestChoices);
}
/**
* Returns the Prey's projected targeted position.
*
* @param daedalus The Daedalus
* @return The projected position
*/
abstract protected Vector2D getPreyTargetPosition(Daedalus daedalus);
/**
* Returns the current Mode.
*
* @param daedalus The Daedalus
* @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;
}
}
/**
* Selects a new random Prey to chase in the Daedalus.
*
* @param daedalus The Daedalus
* @return The Chosen One
*/
private static Prey selectAnyPrey(Daedalus daedalus) {
if (daedalus.getPreySet().isEmpty()) return null;
return daedalus.getPreySet().stream().findAny().get();
}
/**
* Sets a random Prey as the common Pre.
*
* @param daedalus The Daedalus
*/
private static synchronized void setAnyPrey(Daedalus daedalus) {
Ghost.commonPrey = Ghost.selectAnyPrey(daedalus);
}
/**
* Returns the commonly targeted Prey.
*
* @param daedalus The Daedalus
* @return The common Prey
*/
private static Prey getPrey(Daedalus daedalus) {
if (Ghost.commonPrey == null || !daedalus.hasPrey(Ghost.commonPrey))
Ghost.setAnyPrey(daedalus);
return Ghost.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 = Ghost.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 = Ghost.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 getDistanceTo(Direction dir, Vector2D targetPosition) {
return this
.getPosition()
.addDirectionTo(dir)
.sub(targetPosition)
.dist();
}
/**
* 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();
}
}
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