void WorldModel::updatePositions() { for (int i = 0; i < (int) ambulanceTeams.size(); i++) { Human *human = ambulanceTeams[i]; if (human->getMotionlessObject() == NULL || human->getMotionlessObject()->getId() != human->getPosition()) { human->setMotionlessObject((MotionlessObject*) objects[human->getPosition()]); LOG(Main, 1) << "update position of " << human->getId() << " : " << human->getMotionlessObject()->getId() << endl; } } for (int i = 0; i < (int) humans.size(); i++) { Human *human = humans[i]; if (!human->isAmbulanceTeam()) { bool flag = false; for (int j = 0; j < (int) ambulanceTeams.size(); j++) if (ambulanceTeams[j]->getId() == human->getPosition()) { human->setMotionlessObject((MotionlessObject*) objects[ambulanceTeams[j]->getPosition()]); LOG(Main, 1) << "update position of (loaded in ambulance) " << human->getId() << " : " << human->getMotionlessObject()->getId() << endl; flag = true; break; } if (human->getMotionlessObject() == NULL || (human->getMotionlessObject()->getId() != human->getPosition() && !flag)) { human->setMotionlessObject((MotionlessObject*) objects[human->getPosition()]); LOG(Main, 1) << "update position of " << human->getId() << " : " << human->getMotionlessObject()->getId() << endl; } } if (human->getLastCycleUpdatedBySense() != world->getTime()) { human->setX(human->getMotionlessObject()->getX()); human->setY(human->getMotionlessObject()->getY()); } } if (self->isPlatoon()) { for (int i = 0; i < civilians.size(); i++) { if (((Platoon*) self)->getMotionlessObject()->motionlessIndex == civilians[i]->getMotionlessObject()->motionlessIndex && getTime() - civilians[i]->getLastCycleUpdated() > 1) civilians[i]->isAvailable = false; } } //set civilians to buildingBlocks if (self->isPoliceForce()) { for (int i = 0; i < buildingBlocks.size(); i++) buildingBlocks[i]->civilians.clear(); for (int i = 0; i < civilians.size(); i++) { if (civilians[i]->getMotionlessObject()->isBuilding()) { LOG(Main, 4) << "civ: " << civilians[i]->getId() << endl; LOG(Main, 4) << "((Building*)civilians[i]->getMotionlessObject())->blockNum = " << ((Building*) civilians[i]->getMotionlessObject())->blockNum << endl; buildingBlocks[((Building*) civilians[i]->getMotionlessObject())->blockNum]->civilians.push_back(civilians[i]); } } } if (self->isPlatoon()) ((Platoon*) self)->getMotionlessObject()->iHaveBeenHere = true; }
bool AmbulanceTeamAgent::simpleDecision() { LOG(Main, 1) << "Simple Decision begins" << endl; // for (int i = 0; i < neededHelpHumans.size(); i++) // setValue(neededHelpHumans[i]); sort(neededHelpHumans.begin(), neededHelpHumans.end(), humanComparator); Human* myTarget; set<int> busyAgents; for (int i = 0; i < neededHelpHumans.size(); i++) { int neededAmbulances = getNumOfNeededAmbulances(neededHelpHumans[i]); LOG(Main, 1) << "neededAmbulances for " << neededHelpHumans[i]->getId() << " is " << neededAmbulances << endl; for (int j = 0; j < neededAmbulances; j++) { int minDist = MAX_INT; AmbulanceTeam* at = NULL; for (int k = 0; k < world->ambulanceTeams.size(); k++) { if (busyAgents.find(world->ambulanceTeams[k]->ambulanceTeamIndex) == busyAgents.end() && worldGraph->isReachable(world->ambulanceTeams[k]->getRepresentiveNodeIndex(), neededHelpHumans[i]->getRepresentiveNodeIndex(), GM_DEFAULT_NOT_BLOCKED)) { int dist = worldGraph->getDistance(world->ambulanceTeams[k]->getRepresentiveNodeIndex(), neededHelpHumans[i]->getRepresentiveNodeIndex(), GM_DEFAULT_NOT_BLOCKED); // LOG(Main, 1) << "dist " << world->ambulanceTeams[k]->getId() << " from civ is " << dist << endl; if (dist < minDist) { // LOG(Main, 1) << "in if" << endl; minDist = dist; at = world->ambulanceTeams[k]; // LOG(Main, 1) << "at->getId " << at->getId() << endl; } } } if (at != NULL) { if (at->ambulanceTeamIndex == self()->ambulanceTeamIndex) { myTarget = neededHelpHumans[i]; break; } else { LOG(Main, 1) << "ambulance " << at->getId() << " goes to " << neededHelpHumans[i]->getId() << endl; busyAgents.insert(at->ambulanceTeamIndex); } } } if (myTarget != NULL) break; } if (myTarget != NULL) { LOG(Main, 1) << "my Target: " << myTarget->getId() << " its postion is " << myTarget->getMotionlessObject()->getId() << endl; if (self()->getMotionlessObject() != myTarget->getMotionlessObject()) { LOG(Main, 1) << "move to myTarget " << myTarget->getId() << endl; command->moveToMotionless(myTarget->getMotionlessObject()->motionlessIndex, GM_DEFAULT_NOT_BLOCKED); return true; } else if (myTarget->getBuriedness() > 0) { LOG(Main, 1) << "I am rescuing my target " << endl; command->rescue(*myTarget); return true; } else { if (myTarget->isCivilian()) { int minId = self()->getId(); for (int i = 0; i < world->ambulanceTeams.size(); i++) if (world->ambulanceTeams[i]->getMotionlessObject() == myTarget->getMotionlessObject() && world->ambulanceTeams[i]->getId() < minId) minId = world->ambulanceTeams[i]->getId(); if (minId == self()->getId()) { LOG(Main, 1) << "I am loading my target" << endl; command->load(*myTarget); return true; } else { myTarget->isAvailable = false; } } } } return false; }