Exemplo n.º 1
0
 /// <summary>
 /// Returns a boolean value expressing whether or not a new vessel can be added to an existing group while fulfilling
 /// grouping constraints.
 /// One grouping: Every item in the group must be within the one-grouping parameter of each other.
 /// Two grouping: At least one pair in the group must be separated by the two-grouping parameter.
 /// </summary>
 /// <param name="oneOrTwo">Must be "One" or "Two" for a one- or two-grouping</param>
 /// <param name="newVessel">Vessel to be added to the group</param>
 /// <param name="otherVessels">Existing group of vessels</param>
 /// <returns></returns>
 private bool MatchesGroupingCriteria(T_Groupings grouping, DDDAdapter.SeamateObject newVessel, List <DDDAdapter.SeamateObject> otherVessels)
 {
     if (otherVessels.Contains(newVessel))
     {
         return(false);
     }
     if (grouping == T_Groupings.One)
     {
         foreach (DDDAdapter.SeamateObject vessel in otherVessels)
         {
             double distance = new Vec2D(vessel.Location).ScalerDistanceTo(new Vec2D(newVessel.Location));
             if (distance > oneGroupingDistance)
             {
                 return(false);
             }
         }
         return(true);
     }
     else
     {
         foreach (DDDAdapter.SeamateObject vessel in otherVessels)
         {
             double distance = new Vec2D(vessel.Location).ScalerDistanceTo(new Vec2D(newVessel.Location));
             if (distance > twoGroupingDistance)
             {
                 return(true);
             }
         }
         return(false);
     }
 }
Exemplo n.º 2
0
        /// <summary>
        /// Returns a list of entry regions in which new pirates can be added while satisfying grouping constraints, given a group of existing pirates.
        /// </summary>
        /// <param name="grouping">Grouping constraints</param>
        /// <param name="group">Group of existing pirates</param>
        /// <param name="entryRegions">All avilable entry regions</param>
        /// <returns></returns>
        private List <PolygonValue> GetMatchingEntryRegions(T_Groupings grouping, List <DDDAdapter.SeamateObject> group, List <PolygonValue> entryRegions)
        {
            List <PolygonValue> matchingEntryRegions = new List <PolygonValue>();

            //One grouping: matching entry regions must be within certain distance of every individual vessel in group
            if (grouping == T_Groupings.One)
            {
                foreach (PolygonValue region in entryRegions)
                {
                    Vec2D regionPoint = new Vec2D(region.points.ElementAt(0).X, region.points.ElementAt(0).Y);
                    bool  matching    = true;
                    foreach (DDDAdapter.SeamateObject vessel in group)
                    {
                        Vec2D vesselPoint = new Vec2D(vessel.Location);
                        if (vesselPoint.ScalerDistanceTo(regionPoint) > oneGroupingDistance)
                        {
                            matching = false;
                            break;
                        }
                    }
                    if (matching)
                    {
                        matchingEntryRegions.Add(region);
                    }
                }
                return(matchingEntryRegions);
            }
            //Two grouping: any entry region will do, the existing group satisfies constraint
            else
            {
                return(entryRegions);
            }
        }
Exemplo n.º 3
0
        /// <summary>
        /// Makes a full set of new pirates not involving any existing pirates.
        /// </summary>
        /// <param name="grouping"></param>
        /// <param name="numPirates"></param>
        /// <param name="entryRegions"></param>
        /// <param name="unrevealedObjectIDs"></param>
        private void MakeAllNewPirates(T_Groupings grouping, int numPirates, List <PolygonValue> entryRegions, List <string> unrevealedObjectIDs)
        {
            if (unrevealedObjectIDs.Count == 0)
            {
                MessageBox.Show("Runtime Engine is out of pirates.");
            }
            if (numPirates > unrevealedObjectIDs.Count)
            {
                numPirates = unrevealedObjectIDs.Count;
            }
            List <Vec2D> locations = MakeLocationsForGroup(grouping, numPirates, entryRegions);

            foreach (Vec2D location in locations)
            {
                string id = unrevealedObjectIDs[random.Next(unrevealedObjectIDs.Count())];
                unrevealedObjectIDs.Remove(id);
                CreateRevealAndEmptyMove(id, owner, location);
            }
        }
Exemplo n.º 4
0
        private List <Vec2D> MakeLocationsForGroup(T_Groupings grouping, int numPirates, List <PolygonValue> entryRegions)
        {
            //For two groupings, just return all the entry regions.  We'll probably get a good distribution.
            if (grouping == T_Groupings.Two)
            {
                return(MakeLocationsInEntryRegions(numPirates, entryRegions));
            }

            //For one groupings, pick a random entry region to start the group.
            PolygonValue        entryRegion            = entryRegions.ElementAt(random.Next(entryRegions.Count));
            List <PolygonValue> acceptableEntryRegions = new List <PolygonValue>();

            foreach (PolygonValue region in entryRegions)
            {
                Vec2D pointFromNewRegion   = new Vec2D(region.points.ElementAt(0).X, region.points.ElementAt(0).Y);
                Vec2D pointFromFirstRegion = new Vec2D(entryRegion.points.ElementAt(0).X, entryRegion.points.ElementAt(0).Y);
                if (pointFromNewRegion.ScalerDistanceTo(pointFromFirstRegion) < oneGroupingDistance)
                {
                    acceptableEntryRegions.Add(region);
                }
            }
            return(MakeLocationsInEntryRegions(numPirates, acceptableEntryRegions));
        }
Exemplo n.º 5
0
        /// <summary>
        /// Organizes vessels into lists up to the maximum desired grouping size by comparing their locations using grouping constraints.
        /// </summary>
        /// <param name="grouping">Grouping constraint from item</param>
        /// <param name="numPirates">Desired number of vessels in group</param>
        /// <param name="reusableVessels">A list of vessels to sort</param>
        /// <returns></returns>
        private List <List <DDDAdapter.SeamateObject> > GroupVessels(T_Groupings grouping, int numPirates, List <DDDAdapter.SeamateObject> reusableVessels)
        {
            List <List <DDDAdapter.SeamateObject> > groupedPirates = new List <List <DDDAdapter.SeamateObject> >();

            foreach (DDDAdapter.SeamateObject vessel in reusableVessels)
            {
                List <DDDAdapter.SeamateObject> group = new List <DDDAdapter.SeamateObject>();
                group.Add(vessel);
            }
            for (int i = 0; i < (Math.Min(numPirates, reusableVessels.Count)); i++)
            {
                foreach (List <DDDAdapter.SeamateObject> group in groupedPirates)
                {
                    foreach (DDDAdapter.SeamateObject vessel in reusableVessels)
                    {
                        if (MatchesGroupingCriteria(grouping, vessel, group))
                        {
                            group.Add(vessel);
                        }
                    }
                }
            }
            return(groupedPirates);
        }
Exemplo n.º 6
0
        public override void Generate(T_Item currentItem, String dmID)
        {
            actions = currentItem.Action.ToList();
            dict = GetActionsAsDictionary(currentItem.Action);
            grouping = currentItem.Parameters.Groupings;


            List<string> unrevealedMerchantIDs = ddd.GetAllUnrevealedObjectIds(false, true, null); //Gets only merchants

           
            int minStimuli = 1;
            int maxStimuli;
            //If resources need to be available, then two is maximum of stimulus events.
            if (T_ResourceAvailability.Available == currentItem.Parameters.PlayerResources)
                maxStimuli = Properties.Settings.Default.resourceThreshold-1;
            //If resources are unavailable, there must be at least 3 total stimulus events, and max can be higher.
            else
            {
                minStimuli = Properties.Settings.Default.resourceThreshold;
                maxStimuli = Properties.Settings.Default.resourceThreshold*2-1;
            }

            int numPirates = dict.Keys.Count;
            int numMerchants = Math.Max(0, random.Next(minStimuli, maxStimuli) - numPirates);
            if (numMerchants == 0)
                return;


            //If our probability criteria says we should add vessels, let's see if we can reuse any existing vessels 
            List<DDDAdapter.SeamateObject> reuseableVessels = new List<DDDAdapter.SeamateObject>();
            List<DDDAdapter.SeamateObject> allExistingMerchants = revealedSeaVessels.FindAll(IsMerchant);
            if (shouldAddNewVessel(revealedSeaVessels))
                reuseableVessels = allExistingMerchants.FindAll(MatchesGroupingConstraints);

            for (int i = 0; i < numMerchants; i++)  //Do once for each merchant we need to create.
            {
                //Try and recycle objects to create stimulus.
                if (reuseableVessels.Count > 0)
                {
                    DDDAdapter.SeamateObject objectForReuse = null;
                    //Make sure we reuse any stopped objects first
                    List<DDDAdapter.SeamateObject> stoppedObjects = reuseableVessels.FindAll(IsStopped);
                    if (stoppedObjects.Count > 0) objectForReuse = stoppedObjects[random.Next(stoppedObjects.Count)];
                    else objectForReuse = reuseableVessels[random.Next(reuseableVessels.Count)];

                    CreateEmptyMove(objectForReuse);
                    reuseableVessels.Remove(objectForReuse);

                }
                else //Reveal and move new merchant starting at an appropriate point for grouping constraints.
                {
                    Vec2D location = null;
                    if (currentItem.Parameters.Groupings == T_Groupings.One) //Get point in closest entry region
                    {
                        location = GetPointInClosestEntryRegion(dict, entryRegions);
                    }
                    else if (currentItem.Parameters.Groupings == T_Groupings.Two) //Get point in any entry region
                    {
                        location = new Polygon2D(entryRegions[random.Next(entryRegions.Count)]).PointInside();
                    }

                    string id = unrevealedMerchantIDs[random.Next(unrevealedMerchantIDs.Count)];
                    CreateRevealAndEmptyMove(id, "Merchant DM", location);
                    unrevealedMerchantIDs.Remove(id); 
                }
         
            }               
            currentItem.Action = actions.ToArray();
        }
Exemplo n.º 7
0
        //isPirate here refers to the objects we are trying to find, e.g. isPirate = true means find pirates
        private List <SeamateAdapter.DDD.DDDAdapter.SeamateObject> findObjectsInPlay(LocationValue nearby, PolygonValue pirateEntryRegion, T_Groupings grouping, bool isPirate)
        {
            List <DDDAdapter.SeamateObject> vessels = new List <DDDAdapter.SeamateObject>();

            foreach (DDDAdapter.SeamateObject vessel in ddd.GetAllRevealedSeaVessels())
            {
                if (isPirate && vessel.Owner == "Pirate DM" || !isPirate && vessel.Owner == "Merchant DM")
                {
                }
                else
                {
                    continue;
                }
                double distance = new Vec2D(vessel.Location).ScalerDistanceTo(new Vec2D(nearby));
                bool   inSameEntryRegionAsPirate = false;
                if (pirateEntryRegion != null)
                {
                    inSameEntryRegionAsPirate = Polygon2D.IsPointInside(new Polygon2D(pirateEntryRegion), new Vec2D(vessel.Location));
                }

                if (grouping == T_Groupings.One && distance < oneGroupingDistance && !inSameEntryRegionAsPirate)
                {
                    vessels.Add(vessel);
                }
                else if (grouping == T_Groupings.Two && distance > twoGroupingDistance && !inSameEntryRegionAsPirate)
                {
                    vessels.Add(vessel);
                }
            }
            return(vessels);
        }
Exemplo n.º 8
0
        private List<Vec2D> MakeLocationsForGroup(T_Groupings grouping, int numPirates, List<PolygonValue> entryRegions)
        {
            //For two groupings, just return all the entry regions.  We'll probably get a good distribution.
            if (grouping == T_Groupings.Two)
                return MakeLocationsInEntryRegions(numPirates, entryRegions);

            //For one groupings, pick a random entry region to start the group.
            PolygonValue entryRegion = entryRegions.ElementAt(random.Next(entryRegions.Count));
            List<PolygonValue> acceptableEntryRegions = new List<PolygonValue>();
            foreach (PolygonValue region in entryRegions)
            {
                Vec2D pointFromNewRegion = new Vec2D(region.points.ElementAt(0).X, region.points.ElementAt(0).Y);
                Vec2D pointFromFirstRegion = new Vec2D(entryRegion.points.ElementAt(0).X, entryRegion.points.ElementAt(0).Y);
                if (pointFromNewRegion.ScalerDistanceTo(pointFromFirstRegion) < oneGroupingDistance)
                {
                    acceptableEntryRegions.Add(region);
                }
            }
            return MakeLocationsInEntryRegions(numPirates, acceptableEntryRegions);
        }
Exemplo n.º 9
0
 /// <summary>
 /// Returns a boolean value expressing whether or not a new vessel can be added to an existing group while fulfilling 
 /// grouping constraints.
 /// One grouping: Every item in the group must be within the one-grouping parameter of each other.
 /// Two grouping: At least one pair in the group must be separated by the two-grouping parameter.
 /// </summary>
 /// <param name="oneOrTwo">Must be "One" or "Two" for a one- or two-grouping</param>
 /// <param name="newVessel">Vessel to be added to the group</param>
 /// <param name="otherVessels">Existing group of vessels</param>
 /// <returns></returns>
 private bool MatchesGroupingCriteria(T_Groupings grouping, DDDAdapter.SeamateObject newVessel, List<DDDAdapter.SeamateObject> otherVessels) {
     if (otherVessels.Contains(newVessel))
         return false;
     if (grouping == T_Groupings.One) {
         foreach (DDDAdapter.SeamateObject vessel in otherVessels) {
             double distance = new Vec2D(vessel.Location).ScalerDistanceTo(new Vec2D(newVessel.Location));
             if (distance > oneGroupingDistance)
                 return false;
         }
         return true;
     } else {
         foreach (DDDAdapter.SeamateObject vessel in otherVessels) {
             double distance = new Vec2D(vessel.Location).ScalerDistanceTo(new Vec2D(newVessel.Location));
             if (distance > twoGroupingDistance)
                 return true;
         }
         return false;
     } 
 }
Exemplo n.º 10
0
 /// <summary>
 /// Organizes vessels into lists up to the maximum desired grouping size by comparing their locations using grouping constraints.
 /// </summary>
 /// <param name="grouping">Grouping constraint from item</param>
 /// <param name="numPirates">Desired number of vessels in group</param>
 /// <param name="reusableVessels">A list of vessels to sort</param>
 /// <returns></returns>
 private List<List<DDDAdapter.SeamateObject>> GroupVessels(T_Groupings grouping, int numPirates, List<DDDAdapter.SeamateObject> reusableVessels)
 {
     List<List<DDDAdapter.SeamateObject>> groupedPirates = new List<List<DDDAdapter.SeamateObject>>();
     foreach (DDDAdapter.SeamateObject vessel in reusableVessels)
     {
         List<DDDAdapter.SeamateObject> group = new List<DDDAdapter.SeamateObject>();
         group.Add(vessel);
     }
     for (int i = 0; i < (Math.Min(numPirates, reusableVessels.Count)); i++)
     {
         foreach (List<DDDAdapter.SeamateObject> group in groupedPirates)
         {
             foreach (DDDAdapter.SeamateObject vessel in reusableVessels)
             {
                 if (MatchesGroupingCriteria(grouping, vessel, group))
                     group.Add(vessel);
             }
         }
     }
     return groupedPirates;
 }
Exemplo n.º 11
0
 /// <summary>
 /// Makes a full set of new pirates not involving any existing pirates.
 /// </summary>
 /// <param name="grouping"></param>
 /// <param name="numPirates"></param>
 /// <param name="entryRegions"></param>
 /// <param name="unrevealedObjectIDs"></param>
 private void MakeAllNewPirates(T_Groupings grouping, int numPirates, List<PolygonValue> entryRegions, List<string> unrevealedObjectIDs)
 {
     if (unrevealedObjectIDs.Count == 0) MessageBox.Show("Runtime Engine is out of pirates.");
     if (numPirates > unrevealedObjectIDs.Count) numPirates = unrevealedObjectIDs.Count;
     List<Vec2D> locations = MakeLocationsForGroup(grouping, numPirates, entryRegions);
     foreach (Vec2D location in locations)
     {
         string id = unrevealedObjectIDs[random.Next(unrevealedObjectIDs.Count())];
         unrevealedObjectIDs.Remove(id);
         CreateRevealAndEmptyMove(id, owner, location);
     }
 }
Exemplo n.º 12
0
 /// <summary>
 /// Returns a list of entry regions in which new pirates can be added while satisfying grouping constraints, given a group of existing pirates.
 /// </summary>
 /// <param name="grouping">Grouping constraints</param>
 /// <param name="group">Group of existing pirates</param>
 /// <param name="entryRegions">All avilable entry regions</param>
 /// <returns></returns>
 private List<PolygonValue> GetMatchingEntryRegions(T_Groupings grouping, List<DDDAdapter.SeamateObject> group, List<PolygonValue>entryRegions)
 {
     List<PolygonValue> matchingEntryRegions = new List<PolygonValue>();
     //One grouping: matching entry regions must be within certain distance of every individual vessel in group
     if (grouping == T_Groupings.One)
     {
         foreach (PolygonValue region in entryRegions) 
         {
             Vec2D regionPoint = new Vec2D(region.points.ElementAt(0).X, region.points.ElementAt(0).Y);
             bool matching = true;
             foreach (DDDAdapter.SeamateObject vessel in group)
             {
                 Vec2D vesselPoint = new Vec2D(vessel.Location);
                 if (vesselPoint.ScalerDistanceTo(regionPoint) > oneGroupingDistance)
                 {
                     matching = false;
                     break;
                 }
             }
             if (matching)
                 matchingEntryRegions.Add(region);
         }
         return matchingEntryRegions;
     }
     //Two grouping: any entry region will do, the existing group satisfies constraint
     else 
         return entryRegions;
 }
Exemplo n.º 13
0
        //isPirate here refers to the objects we are trying to find, e.g. isPirate = true means find pirates
        private List<SeamateAdapter.DDD.DDDAdapter.SeamateObject> findObjectsInPlay(LocationValue nearby, PolygonValue pirateEntryRegion, T_Groupings grouping, bool isPirate)
        {
            List<DDDAdapter.SeamateObject> vessels = new List<DDDAdapter.SeamateObject>();
            foreach (DDDAdapter.SeamateObject vessel in ddd.GetAllRevealedSeaVessels()) { 
                if (isPirate && vessel.Owner == "Pirate DM" || !isPirate && vessel.Owner == "Merchant DM") { }
                else continue;
                double distance = new Vec2D(vessel.Location).ScalerDistanceTo(new Vec2D(nearby));
                bool inSameEntryRegionAsPirate = false;
                if (pirateEntryRegion != null) 
                    inSameEntryRegionAsPirate = Polygon2D.IsPointInside(new Polygon2D(pirateEntryRegion),new Vec2D(vessel.Location));

                if (grouping == T_Groupings.One && distance < oneGroupingDistance && !inSameEntryRegionAsPirate)
                {
                    vessels.Add(vessel);
                }
                else if (grouping == T_Groupings.Two && distance > twoGroupingDistance && !inSameEntryRegionAsPirate)
                {
                    vessels.Add(vessel);

                }
            }
            return vessels;
        }
Exemplo n.º 14
0
        public override void Generate(T_Item currentItem, String dmID)
        {
            actions  = currentItem.Action.ToList();
            dict     = GetActionsAsDictionary(currentItem.Action);
            grouping = currentItem.Parameters.Groupings;


            List <string> unrevealedMerchantIDs = ddd.GetAllUnrevealedObjectIds(false, true, null); //Gets only merchants


            int minStimuli = 1;
            int maxStimuli;

            //If resources need to be available, then two is maximum of stimulus events.
            if (T_ResourceAvailability.Available == currentItem.Parameters.PlayerResources)
            {
                maxStimuli = Properties.Settings.Default.resourceThreshold - 1;
            }
            //If resources are unavailable, there must be at least 3 total stimulus events, and max can be higher.
            else
            {
                minStimuli = Properties.Settings.Default.resourceThreshold;
                maxStimuli = Properties.Settings.Default.resourceThreshold * 2 - 1;
            }

            int numPirates   = dict.Keys.Count;
            int numMerchants = Math.Max(0, random.Next(minStimuli, maxStimuli) - numPirates);

            if (numMerchants == 0)
            {
                return;
            }


            //If our probability criteria says we should add vessels, let's see if we can reuse any existing vessels
            List <DDDAdapter.SeamateObject> reuseableVessels     = new List <DDDAdapter.SeamateObject>();
            List <DDDAdapter.SeamateObject> allExistingMerchants = revealedSeaVessels.FindAll(IsMerchant);

            if (shouldAddNewVessel(revealedSeaVessels))
            {
                reuseableVessels = allExistingMerchants.FindAll(MatchesGroupingConstraints);
            }

            for (int i = 0; i < numMerchants; i++)  //Do once for each merchant we need to create.
            {
                //Try and recycle objects to create stimulus.
                if (reuseableVessels.Count > 0)
                {
                    DDDAdapter.SeamateObject objectForReuse = null;
                    //Make sure we reuse any stopped objects first
                    List <DDDAdapter.SeamateObject> stoppedObjects = reuseableVessels.FindAll(IsStopped);
                    if (stoppedObjects.Count > 0)
                    {
                        objectForReuse = stoppedObjects[random.Next(stoppedObjects.Count)];
                    }
                    else
                    {
                        objectForReuse = reuseableVessels[random.Next(reuseableVessels.Count)];
                    }

                    CreateEmptyMove(objectForReuse);
                    reuseableVessels.Remove(objectForReuse);
                }
                else //Reveal and move new merchant starting at an appropriate point for grouping constraints.
                {
                    Vec2D location = null;
                    if (currentItem.Parameters.Groupings == T_Groupings.One) //Get point in closest entry region
                    {
                        location = GetPointInClosestEntryRegion(dict, entryRegions);
                    }
                    else if (currentItem.Parameters.Groupings == T_Groupings.Two) //Get point in any entry region
                    {
                        location = new Polygon2D(entryRegions[random.Next(entryRegions.Count)]).PointInside();
                    }

                    string id = unrevealedMerchantIDs[random.Next(unrevealedMerchantIDs.Count)];
                    CreateRevealAndEmptyMove(id, "Merchant DM", location);
                    unrevealedMerchantIDs.Remove(id);
                }
            }
            currentItem.Action = actions.ToArray();
        }