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/* |
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* This file is part of Araknemu. |
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* |
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* Araknemu is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU Lesser General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Araknemu is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU Lesser General Public License for more details. |
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* |
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* You should have received a copy of the GNU Lesser General Public License |
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* along with Araknemu. If not, see <https://www.gnu.org/licenses/>. |
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* |
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* Copyright (c) 2017-2020 Vincent Quatrevieux |
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*/ |
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package fr.quatrevieux.araknemu.game.fight.ai.action; |
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import fr.arakne.utils.maps.CoordinateCell; |
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import fr.quatrevieux.araknemu.game.fight.ai.AI; |
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import fr.quatrevieux.araknemu.game.fight.ai.action.util.Movement; |
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import fr.quatrevieux.araknemu.game.fight.ai.util.AIHelper; |
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import fr.quatrevieux.araknemu.game.fight.fighter.ActiveFighter; |
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import fr.quatrevieux.araknemu.game.fight.map.BattlefieldCell; |
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import fr.quatrevieux.araknemu.game.fight.turn.action.Action; |
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import org.checkerframework.checker.nullness.util.NullnessUtil; |
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import java.util.Collections; |
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import java.util.List; |
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import java.util.Optional; |
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import java.util.stream.Collectors; |
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/** |
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* Try to move far all enemies |
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* |
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* The selected cell is the cell with the highest distance from the nearest enemy |
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* Select only cells with higher distance than current cell |
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*/ |
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public final class MoveFarEnemies<F extends ActiveFighter> implements ActionGenerator<F> { |
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private final Movement<F> movement; |
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private List<CoordinateCell<BattlefieldCell>> enemiesCells = Collections.emptyList(); |
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@SuppressWarnings("methodref.receiver.bound") |
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public MoveFarEnemies() { |
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movement = new Movement<>(this::score, scoredCell -> true); |
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} |
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@Override |
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public void initialize(AI<F> ai) { |
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movement.initialize(ai); |
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} |
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@Override |
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public Optional<Action> generate(AI<F> ai, AiActionFactory actions) { |
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final AIHelper helper = ai.helper(); |
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if (!helper.canMove()) { |
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return Optional.empty(); |
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} |
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enemiesCells = helper.enemies().cells().map(BattlefieldCell::coordinate).collect(Collectors.toList()); |
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return movement.generate(ai, actions); |
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} |
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/** |
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* The score function |
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* |
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* Select the highest distance |
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*/ |
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private double score(CoordinateCell<BattlefieldCell> cell) { |
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return NullnessUtil.castNonNull(enemiesCells).stream().mapToDouble(cell::distance).min().orElse(0); |
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} |
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} |
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