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MyBrain.java
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296 lines (249 loc) · 7.93 KB
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package brains;
import java.util.List;
import edu.unlam.snake.brain.Brain;
import edu.unlam.snake.engine.Direction;
import edu.unlam.snake.engine.Point;
public class MyBrain extends Brain {
private int escapingDistance = 5;
private int maxLength = 15;
public MyBrain() {
super("COMPLETAR NOMBRE DE EQUIPO");
}
/**
* Retorna el próximo movimiento que debe hacer la serpiente.
*
* @param head
* , la posición de la cabeza
* @param previous
* , la dirección en la que venía moviéndose
*/
public Direction getDirection(Point head, Direction previous) {
Point closestFruit = returnClosestFruit(head);
Point closestEnemie = returnClosestSnake(head);
// completar con la lógica necesaria para mover la serpiente,
// intentando comer la mayor cantidad de frutas y sobrevivir
// el mayor tiempo posible.
Direction wantedDirection = previous;
Point turnedLeft = previous.turnLeft().move(head);
Point turnedRight = previous.turnRight().move(head);
Point movedPrevious = previous.move(head);
// SI EL ENEMIGO ESTA CERCA ENTONCES ME ALEJO
if (distanceBetween(movedPrevious, closestEnemie) < escapingDistance) {
if (distanceBetween(movedPrevious, closestEnemie) > distanceBetween(
turnedRight, closestEnemie)
&& distanceBetween(movedPrevious, closestEnemie) > distanceBetween(
turnedLeft, closestEnemie)) {
wantedDirection = previous;
} else if (distanceBetween(turnedLeft, closestEnemie) == distanceBetween(
turnedRight, closestEnemie)) {
} else if (distanceBetween(turnedLeft, closestEnemie) > distanceBetween(
turnedRight, closestEnemie)) {
wantedDirection = previous.turnLeft();
} else if (distanceBetween(turnedLeft, closestEnemie) < distanceBetween(
turnedRight, closestEnemie)) {
wantedDirection = previous.turnRight();
}
} else { // SINO BUSCO FRUTA
if (getSnakeLength() < maxLength) { // SI LA SNAKE NO SUPERA UN CIERTO
// LARGO VOY A COMER FRUTA
if (distanceBetween(movedPrevious, closestFruit) < distanceBetween(
turnedRight, closestFruit)
&& distanceBetween(movedPrevious, closestFruit) < distanceBetween(
turnedLeft, closestFruit)) {
wantedDirection = previous;
} else if (distanceBetween(turnedLeft, closestFruit) < distanceBetween(
turnedRight, closestFruit)) {
wantedDirection = previous.turnLeft();
} else if (distanceBetween(turnedLeft, closestFruit) > distanceBetween(
turnedRight, closestFruit)) {
wantedDirection = previous.turnRight();
} else if (distanceBetween(movedPrevious, closestFruit) > distanceBetween(
turnedLeft, closestFruit)) {
wantedDirection = previous.turnLeft();
}
}
}
// EVITAR OBSTACULOS
wantedDirection = avoidDanger(wantedDirection, previous, head);
return wantedDirection;
}
private int getSnakeLength() {
/*
* @post: devulve el largo del jugador
* */
List<Point> snake = info.getSnake();
int largo = 0;
for (Point body : snake) {
largo++;
}
return largo;
}
private boolean[] takenPositions(Direction previous, Point head) {
/*
* @post: devuleve un array de 3 booleanos que representan si la
* posision a la izquierda de head, al frente de head o a la derecha de
* head esta ocupada con algun obstaculo (el propio snake, un enemigo o
* una pared), en ese orden.
*/
List<Point> snake = info.getSnake();
List<List<Point>> enemies = info.getEnemies();
List<Point> obstacles = info.getObstacles();
boolean isFrontTaken = false;
boolean isLeftTaken = false;
boolean isRightTaken = false;
Point frontPos = previous.move(head);
Point leftPos = previous.turnLeft().move(head);
Point rightPos = previous.turnRight().move(head);
// Esta mi cuerpo en alguna de las posiciones?
for (Point myBody : snake) {
if (frontPos.getX() == myBody.getX()
&& frontPos.getY() == myBody.getY()) {
isFrontTaken = true;
}
if (leftPos.getX() == myBody.getX()
&& leftPos.getY() == myBody.getY()) {
isLeftTaken = true;
}
if (rightPos.getX() == myBody.getX()
&& rightPos.getY() == myBody.getY()) {
isRightTaken = true;
}
}
// Hay una pared en alguna de las posiciones?
for (Point obstacle : obstacles) {
if (frontPos.getX() == obstacle.getX()
&& frontPos.getY() == obstacle.getY()) {
isFrontTaken = true;
}
if (leftPos.getX() == obstacle.getX()
&& leftPos.getY() == obstacle.getY()) {
isLeftTaken = true;
}
if (rightPos.getX() == obstacle.getX()
&& rightPos.getY() == obstacle.getY()) {
isRightTaken = true;
}
}
// Hay algun enemigo en alguna de las posiciones?
for (List<Point> enemie : enemies) {
for (Point body : enemie) {
if (frontPos.getX() == body.getX()
&& frontPos.getY() == body.getY()) {
isFrontTaken = true;
}
if (leftPos.getX() == body.getX()
&& leftPos.getY() == body.getY()) {
isLeftTaken = true;
}
if (rightPos.getX() == body.getX()
&& rightPos.getY() == body.getY()) {
isRightTaken = true;
}
}
}
boolean[] positions =
{ isLeftTaken, isFrontTaken, isRightTaken };
return positions;
}
private Direction avoidDanger(Direction wanted, Direction previous,
Point head) {
/*
* @post: devuelvo la direccion a la que tengo que ir para evitar los
* obstaculos evitando entrar en una posicion que no tenga salida
* inmediata dentro de lo posible
*/
boolean[] positions = takenPositions(previous, head);
boolean isLeftTaken = positions[0];
boolean isFrontTaken = positions[1];
boolean isRightTaken = positions[2];
// Si la posicion no tiene salida inmediata entonces la considero como
// ocupada
if (!isLeftTaken) {
boolean[] goLeft = takenPositions(previous.turnLeft(), previous
.turnLeft().move(head));
if (goLeft[0] && goLeft[1] && goLeft[2]) {
isLeftTaken = true;
}
}
if (!isFrontTaken) {
boolean[] goFront = takenPositions(previous, previous.move(head));
if (goFront[0] && goFront[1] && goFront[2]) {
isFrontTaken = true;
}
}
if (!isRightTaken) {
boolean[] goRight = takenPositions(previous.turnRight(), previous
.turnRight().move(head));
if (goRight[0] && goRight[1] && goRight[2]) {
isRightTaken = true;
}
}
// La direccion que se quiere obtener depende de la disponibilidad de la
// posicion
if (wanted == previous.turnLeft()) {
if (isLeftTaken) {
if (isFrontTaken) {
wanted = previous.turnRight();
} else {
wanted = previous;
}
}
} else if (wanted == previous.turnRight()) {
if (isRightTaken) {
if (isFrontTaken) {
wanted = previous.turnLeft();
} else {
wanted = previous;
}
}
} else if (wanted == previous) {
if (isFrontTaken) {
if (isRightTaken) {
wanted = previous.turnLeft();
} else {
wanted = previous.turnRight();
}
}
}
return wanted;
}
private Point returnClosestSnake(Point from) {
/*
* @post: devuelve el punto en donde esta la cabeza del enemigo mas
* cercano desde un punto especifico
*/
List<List<Point>> enemies = info.getEnemies();
Point closestSnake = new Point(10000, 10000);
for (List<Point> enemie : enemies) {
if (distanceBetween(from, enemie.get(0)) < distanceBetween(from,
closestSnake)) {
closestSnake = enemie.get(0);
}
}
return closestSnake;
}
private Point returnClosestFruit(Point from) {
/*
* @post: devuelve el punto en donde esta la fruta mas cercana desde un
* punto especifico
*/
List<Point> fruits = info.getFruits();
Point closestFruit = new Point(10000, 10000);
for (Point fruit : fruits) {
if (distanceBetween(from, fruit) < distanceBetween(from,
closestFruit)) {
closestFruit = fruit;
}
}
return closestFruit;
}
private int distanceBetween(Point point1, Point point2) {
/*
* @post: devuelve la distancia Manhattan entre dos puntos
* */
int distance = 0;
distance += Math.abs(point1.getX() - point2.getX());
distance += Math.abs(point1.getY() - point2.getY());
return distance;
}
}