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added a functioning version of rumbleBot

main
Illia Soloviov 3 months ago
parent
commit
c66f1ba2cb
2 changed files with 163 additions and 70 deletions
  1. 163
    6
      src/RumbleBot.java
  2. 0
    64
      src/RumbleBotTest1.java

+ 163
- 6
src/RumbleBot.java View File

@@ -1,3 +1,5 @@
import java.util.Random;

/*
* RumbleBot.
* Der Rover ist auch mit einem Geschütz ausgestattet, dass nur in Fahrrichtung feuern kann.
@@ -8,6 +10,11 @@
*/
public class RumbleBot extends Bot{
private String moves = "";
private int spiralFactor = 1;
private char spiralDirection = '>';
private boolean goesForward = true;
private boolean frontIsBlocked, leftIsBlocked, rightIsBlocked;

public static void main(String[] args) {
Bot rumbleBot = new RumbleBot(args);
rumbleBot.run();
@@ -17,15 +24,165 @@ public class RumbleBot extends Bot{
super(args);
}

//@TODO: add nextMove() logic
protected char nextMove(View view){
return walk();
char nextMove = checkForEnemy(view) ? takeAimAndShoot(view) : walkByColumns(view);

checkBarriers(view);

nextMove = checkMove(nextMove);

return nextMove;
}

private char takeAimAndShoot(View view) {
resetMovesSequence();

int[] frontIndexes = getFrontIndexes(view);
int[] leftIndexes = getLeftIndexes(view);
int[] rightIndexes = getRightIndexes(view);

char[] enemies = {'^', '<', '>', 'v'};

for (int index : frontIndexes) {
for (char enemy : enemies) {
if (view.data.charAt(index) == enemy) return 'f';
}
}

for (int index : leftIndexes) {
for (char enemy : enemies) {
if (view.data.charAt(index) == enemy) return '<';
}
}

for (int index : rightIndexes) {
for (char enemy : enemies) {
if (view.data.charAt(index) == enemy) return '>';
}
}

return '^';
}

private int[] getLeftIndexes(View view) {
int center = view.width / 2;
int[] leftIndexes = new int[center];
int index = 0;

for (int col = 0; col < center; col++) {
leftIndexes[index++] = getCharIndexFromCoordinates(view.width, col, center);
}

return leftIndexes;
}

private int[] getRightIndexes(View view) {
int center = view.width / 2;
int[] rightIndexes = new int[center];
int index = 0;

for (int col = center + 1; col < view.width; col++) {
rightIndexes[index++] = getCharIndexFromCoordinates(view.width, col, center);
}

return rightIndexes;
}

private int[] getFrontIndexes(View view) {
int center = view.width / 2;
int[] frontIndexes = new int[center];
int index = 0;

for (int row = 0; row < center; row++) {
frontIndexes[index++] = getCharIndexFromCoordinates(view.width, center, row);
}

return frontIndexes;
}

private int getCharIndexFromCoordinates(int width, int x, int y) {
return width * y + x;
}

private void resetMovesSequence() {
moves = "";
spiralFactor = 1;
spiralDirection = (spiralDirection == '>') ? '<' : '>';
goesForward = true;
}


private boolean checkForEnemy(View view) {
char[] enemies = {'^', '<', '>', 'v'};

boolean enemyDetected = false;

for (char enemy : enemies) {
if (view.data.contains(Character.toString(enemy))) {
enemyDetected = true;
System.out.println("There is an enemy!");
break;
}
}
return enemyDetected;
}

//@TODO: add walk() logic
private char walk() {
if(moves.isEmpty()){
moves += ' ';
private void checkBarriers(View view) {
int centerCoordinates = view.width / 2;
int centerIndex = getCharIndexFromCoordinates(view.width, centerCoordinates, centerCoordinates);

int frontIndex = getCharIndexFromCoordinates(view.width, centerCoordinates, centerCoordinates - 1);
int leftIndex = centerIndex - 1;
int rightIndex = centerIndex + 1;

char[] obstacles = {'#', '~', 'X'};

frontIsBlocked = containsChar(obstacles, view.data.charAt(frontIndex));
leftIsBlocked = containsChar(obstacles, view.data.charAt(leftIndex));
rightIsBlocked = containsChar(obstacles, view.data.charAt(rightIndex));

}

public boolean containsChar(char[] array, char target) {
for (char c : array) {
if (c == target) {
return true;
}
}
return false;
}

private char checkMove(char move) {
if (frontIsBlocked) {
resetMovesSequence();
if (leftIsBlocked) move = '>';
else if (rightIsBlocked) move = '<';
}
return move;
}

private char walkBySpiral(View view) {
if (moves.isEmpty()) {
spiralFactor++;
moves += "^".repeat(view.width * spiralFactor) + spiralDirection + "^".repeat(view.width * spiralFactor) + spiralDirection;
}
char nextMove = moves.charAt(0);
moves = moves.substring(1);
return nextMove;
}

private char walkByColumns(View view) {
if (moves.isEmpty()) {
int min = 10;
int max = 100;

Random random = new Random();
int steps = random.nextInt((max - min) + 1) + min;
//int steps = 32 - view.width;

moves = "^".repeat(steps);
moves += (goesForward ? ">" + "^".repeat(view.width) + ">" : "<" + "^".repeat(view.width) + "<");
goesForward = !goesForward;
}
char nextMove = moves.charAt(0);
moves = moves.substring(1);

+ 0
- 64
src/RumbleBotTest1.java View File

@@ -1,64 +0,0 @@
/*
* RumbleBot.
* Der Rover ist auch mit einem Geschütz ausgestattet, dass nur in Fahrrichtung feuern kann.
* Der Feuerbefehl ist „f“. Die Reichweite des Geschützes entspricht der Scanreichweite.
* Wälder, Felsen und Wasser blockieren Schüsse.
* Der Rover ist beim ersten Treffer zerstört. Wer überlebt am längsten?
* docker run --rm -p 63187:63187 mediaeng/bots rumble
*/

public class RumbleBotTest1 extends Bot {

private char currentDirection = '^'; // Start-Richtung des Bots

protected RumbleBotTest1(String[] args) {
super(args);
}

public static void main(String[] args) {

Bot rumbleBot = new RumbleBot(args);
rumbleBot.run();
System.out.println("hello");
}

@Override
protected char nextMove(View view) {
// Scanne das Spielfeld nach Gegnern in Fahrtrichtung
if (isEnemyInSight(view)) {
return 'f'; // Feuere, wenn ein Gegner in Reichweite ist
}

// Wenn kein Gegner in Sicht, wähle eine Bewegung
return chooseMove(view);
}

private boolean isEnemyInSight(View view) {
// Prüfe, ob ein Gegner in der aktuellen Fahrtrichtung ist
// Annahme: Gegner sind als ^, <, >, v gekennzeichnet
String enemySymbols = "^<>v";
return view.data.contains(String.valueOf(currentDirection)) && enemySymbols.contains(String.valueOf(currentDirection));
}

private char chooseMove(View view) {
// Wähle eine sichere Bewegung, vermeide Hindernisse und versuche, Gegner zu finden
// Einfache Implementierung: Wechsle die Richtung bei jedem Zug
currentDirection = getNextDirection(currentDirection);
return currentDirection;
}

private char getNextDirection(char currentDirection) {
switch (currentDirection) {
case '^':
return '>';
case '>':
return 'v';
case 'v':
return '<';
case '<':
return '^';
default:
return '^'; // Standardrichtung, falls etwas schiefgeht
}
}
}

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