@Override public void eventOccurred(final AuctionEvent event) { super.eventOccurred(event); if (event instanceof SimulationStartedEvent) { minValueDist = new Uniform( generator.getMinValueMin(), generator.getMinValueMax(), Galaxy.getInstance().getDefaultTyped(GlobalPRNG.class).getEngine()); rangeDist = new Uniform( generator.getRangeMin(), generator.getRangeMax(), Galaxy.getInstance().getDefaultTyped(GlobalPRNG.class).getEngine()); } else if (event instanceof GameStartingEvent) { final double minValue = minValueDist.nextDouble(); final double maxValue = minValue + rangeDist.nextDouble(); setDistribution( new Uniform( minValue, maxValue, Galaxy.getInstance().getDefaultTyped(GlobalPRNG.class).getEngine())); drawRandomValue(); } }
private void pickSmart() { this.buildingFound = false; synchronized (ContextManager.randomLock) { Collections.shuffle(GlobalVars.burgleMap); // Shuffle the map for (Building b : GlobalVars.burgleMap) { // TODO: Tune this logic for Objective #2 of the project. Consider game theory or some other // type // of SoS decision making process to decide if it is best to travel to burgle location // or // prevent other burgles by traveling to less-burgled parts of the map (e.g. replace // the 25% // value with "game theory" idea where the cost/benefits are adjusted (trade study) to // analyze behavior on crime Uniform uniform = RandomHelper.createUniform(0, 1); if (uniform.nextDouble() < GlobalVars.probTraveltoRecentCrime) { // 25% chance of traveling near recent crime if ((b.jurisdiction == this.jurisdiction) && !(this.burgleMapSave.contains(b))) { this.b_pick = b; this.route = new Route(this, b.getCoords(), b_pick); // Initialize route to target; this.buildingFound = true; this.burgleMapSave.add(b); break; // stop searching } } } if (this.buildingFound == false) { pickRandom(); // no previously burgled building exists in memory map for given jurisdiction } } }
@Override public double nextDoubleUniform() { return uniform.nextDouble(); }
/** * Rain clouds appear with a certain chance, influenced by the weather For every rain cloud in the * grid the velocity of every rain object is updated Rain clouds are removed if they have passed a * certain time */ @ScheduledMethod(start = 1, interval = 1, priority = 0) public void rain() { // Let new raingroups appear with a certain chance double chance = SimulationParameters.rainProb; // The probability of rain appearing decreases if there is already rain in the grid if (noRainGroups == 1) chance = (chance / (noRainGroups)) * 0.5; if (noRainGroups == 2) chance = (chance / (noRainGroups)) * 0.1; if (noRainGroups > 2) chance = (chance / (noRainGroups)) * 0.01; double f = urng.nextDouble(); if (f < chance) { // Let rain appear int x = rand.nextInt((SimulationParameters.gridSize - 0) + 1); int y = rand.nextInt((SimulationParameters.gridSize - 0) + 1); int[] newLoc = {x, y}; // Let new raingroup appear in random location RainGroup rg = new RainGroup(ContextUtils.getContext(this), grid, newLoc); noRainGroups++; rainGroups.add(rg); } ArrayList<RainGroup> toRemove = new ArrayList<RainGroup>(); for (RainGroup rg : rainGroups) { // Get velocity vector of the rain float x = Wind.getWindVelocity().x; float y = Wind.getWindVelocity().y; Vector2 velRain = new Vector2(x, y); velRain.setLength( Wind.getWindVelocity().len() * 0.9f); // Rain speed is a bit lower than that of the wind List<Rain> toRemove1 = new ArrayList<Rain>(); // Let rain be carried by the wind if (urng.nextDouble() < velRain.len()) { for (Rain rain : rg.getRainObjects()) { Directions dir = Directions.fromVectorToDir(velRain); GridPoint pt = grid.getLocation(rain); int cX = pt.getX() + dir.xDiff; int cY = pt.getY() + dir.yDiff; // If new rain-location is out of borders, delete this rain object // In this way the cloud "travels" out of the grid if (cX < 0 || cX >= SimulationParameters.gridSize || cY < 0 || cY >= SimulationParameters.gridSize) { toRemove1.add(rain); } else grid.moveTo(rain, cX, cY); } } for (Rain r : toRemove1) { rg.removeRain(r); TreeBuilder.performance.decreaseRainCount(); } } // Remove the raingroups from our list which were removed from the context for (RainGroup rg : toRemove) { rainGroups.remove(rg); noRainGroups--; } }