de.farafin.snEADy.player
Class GameInfo
java.lang.Object
de.farafin.snEADy.player.GameInfo
public class GameInfo
- extends java.lang.Object
This is just a class for storing informations. It doesnt contain methods because it doesnt need
to calculate anything. Its just a set of informations for the player.
GameInfo contains global informations about the game.
Diese Klasse ist zum Speichern von Informationen gedacht. Sie enthällt keine Methoden weil
sie nichts berechnen muss. Es ist nur eine Menge von Informationen für den Spieler.
GameInfo enthällt allgemeinte Informationen über das Spiel.
- Author:
- roland, lars
Field Summary |
long |
analyseMS
To allow the player an analyse of the playfield, he gets more milliseconds at gameTime == 0. |
int |
auto_grow_delay
each auto_grow_delay number of world cycles, the snake grows by one segment |
int |
auto_slowdown_delay
each auto_slowdown_delay number of world cycles, the snakes waitCycles increase by one. |
float |
damage_length_grow
The amount of segments (part of a segment) that a snake grows if
an other snake runns into it. |
int |
damage_points_radius
The Distance in which snakes gain points if an other snake looses a segment. |
int |
easy_points
if a snake bites it self, this number of points are given
all snakes, that touches the biting snake at at least one segments. |
long |
exitTime
exitTime is the game cycle in which the exit is opened. |
long |
gameTime
snEADy is a round based game. |
int |
goody_length_occ
estimation that a new goody is a length goody. propability: goody_length_occ/Sum(goody_... |
int |
goody_length_value
the number of segments a snake gets longer, if it eats a length goody |
int |
goody_points_occ
estimation that a new goody is a points goody. propability: goody_points_occ/Sum(goody_... |
int |
goody_points_value
the number of points a snake gets, if it eats a points goody |
int |
goody_shorter_occ
estimation that a new goody is a shorter goody. propability: goody_points_occ/Sum(goody_... |
int |
goody_shorter_value
the number of segments a snake looses, if it eats a shorter goody |
int |
goody_slowdown_occ
estimation that a new goody is a slowdown goody. propability: goody_slowdown_occ/Sum(goody_... |
int |
goody_speed_occ
estimation that a new goody is a speed goody. propability: goody_speed_occ/Sum(goody_... |
int |
kill_point_goodies
The number of goodies which spread out when a snake dies. |
int |
kill_points_radius
The Distance in which snakes gain points if an other snake dies. |
int |
max_goody_occ_delay
the maximal time between two goody occurances. |
long |
max_move_delay
The maximum delay for snakes to move |
long |
maxMem
This is the maximal size in kB, a player is allowed to allocate. |
long |
min_move_delay
The minimum delay for snakes to move |
long |
suddenDeathTime
To force an final decision for each game, there is a sudden death phasis. |
int |
survival_points
the number of points a player gets if he reaches the exit. |
long |
thinkingMS
thinkingMS is the (real) time in milliseconds a player is allowed to think about his move. |
Methods inherited from class java.lang.Object |
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
gameTime
public long gameTime
- snEADy is a round based game. That means in snEADy is the time no continoue, but discrete
value. So you can image the game as a sequence of stats. We can count this states and the
counter is gameTime. Like in a party game, thinks each player each round about what he
does next. gameTime exists tp mesure the snEADy-time.
snEADy ist ein Runden basierendes Spiel. Das bedeutet, in snEADy ist die Zeit keine
kontinuierliche, sondern eine diskrete Größe. Das Spiel besteht also aus einer
Folge von Zuständen. Diese Zustände können wir zählen und der Zähler ist gameTime.
Wie in einem Gesellschaftsspiel ist jeder Spieler in jeder Runde ein mal dran und kann
darüber nachdenken was er als nächstes macht. Damit die snEADy-Zeit messbar wird,
gibt es gameTime.
exitTime
public long exitTime
- exitTime is the game cycle in which the exit is opened. If gameTime is less then
exitTime, the exit fields in the game field will work like a normal wall. If gameTime
is greater equal than exitTime, the exit is opened and the snakes are able to
leave the arena.
exitTime ist die Spiel-Runde, in der der Ausgang geöffnet wird. Wenn gameTime kleiner ist als
exitTime, dann werden die Exit-Felder wie eine normale Wand behandelt. Ist gameTime größer gleich
exitTime, dann is der Ausgang geöffnet und die Schlangen können die Arena verlassen.
suddenDeathTime
public long suddenDeathTime
- To force an final decision for each game, there is a sudden death phasis. This is made for
forcing the snakes to leave the arena. suddenDeathTime is the like exitTime a gameTime cycle
in which the sudden death starts. The sudden death usually starts some game cycles after
the exit was opended.
Um eine endgültige Entscheidung bei einem Spiel zu erzwingen, gibt es die Sudden Death Phase.
Sie ist dazu da, die Schlangen zum Verlassen der Arena zu zwingen. suddenDeathTime ist so
ähnlich wie exitTime die gameTime in der der Sudden Death beginnen soll.
thinkingMS
public long thinkingMS
- thinkingMS is the (real) time in milliseconds a player is allowed to think about his move.
After this time he is supposed to finish his calculation.
thinkingMS ist die (reale) Zeit in Millisekunden die ein spieler Zeit hat über seinen
Zug nachzudenken. Nach dieser Zeit muss er mit der Berechnung fertig sein.
analyseMS
public long analyseMS
- To allow the player an analyse of the playfield, he gets more milliseconds at gameTime == 0.
So the first time his calculate method is called, he gets additional analyseMS to thinkingMS.
Um dem spieler eine Analyse des Spielfeldes zu erlauben, bekommt er bei gameTime == 0
mehr millisekunden. Das bedeutet, wenn seine calculate-methode zum ersten mal aufgerufen wird,
bekomt er zusäzlich zu seinen thinkingMS noch die analyseMS.
maxMem
public long maxMem
- This is the maximal size in kB, a player is allowed to allocate.
If the player needs more, his snake will die.
Dies ist die maximal erlaubte Menge von Speicher in kB, die ein Spieler belegen darf.
Wenn er mehr benutzt, wird seine schlange getötet.
- See Also:
OwnSnakeInfo.lastCalculatedMemUsage
damage_points_radius
public int damage_points_radius
- The Distance in which snakes gain points if an other snake looses a segment.
The number of points is damage_points_radius - (dist = deltaRow + deltaLine)
kill_points_radius
public int kill_points_radius
- The Distance in which snakes gain points if an other snake dies.
The number of points is kill_points_radius - (dist = deltaRow + deltaLine)
kill_point_goodies
public int kill_point_goodies
- The number of goodies which spread out when a snake dies. The
Radius where they occure is the same as kill_points_radius
Sometimes it may happen, that there is very little space where goodies could
be placed. Because the placing rutine is random, it may happen, that there is
after 100 trys no free place found. Than this goody is not placed.
So dont wonder of there are less than kill_point_goodies
goodies around sometimes.
damage_length_grow
public float damage_length_grow
- The amount of segments (part of a segment) that a snake grows if
an other snake runns into it.
min_move_delay
public long min_move_delay
- The minimum delay for snakes to move
max_move_delay
public long max_move_delay
- The maximum delay for snakes to move
auto_grow_delay
public int auto_grow_delay
- each auto_grow_delay number of world cycles, the snake grows by one segment
auto_slowdown_delay
public int auto_slowdown_delay
- each auto_slowdown_delay number of world cycles, the snakes waitCycles increase by one.
If the snake eats a speed up or a slw down goodie, the time starts new.
max_goody_occ_delay
public int max_goody_occ_delay
- the maximal time between two goody occurances. The time is equal distributed.
goody_speed_occ
public int goody_speed_occ
- estimation that a new goody is a speed goody. propability: goody_speed_occ/Sum(goody_..._occ)
goody_slowdown_occ
public int goody_slowdown_occ
- estimation that a new goody is a slowdown goody. propability: goody_slowdown_occ/Sum(goody_..._occ)
goody_length_occ
public int goody_length_occ
- estimation that a new goody is a length goody. propability: goody_length_occ/Sum(goody_..._occ)
goody_points_occ
public int goody_points_occ
- estimation that a new goody is a points goody. propability: goody_points_occ/Sum(goody_..._occ)
goody_shorter_occ
public int goody_shorter_occ
- estimation that a new goody is a shorter goody. propability: goody_points_occ/Sum(goody_..._occ)
goody_length_value
public int goody_length_value
- the number of segments a snake gets longer, if it eats a length goody
goody_points_value
public int goody_points_value
- the number of points a snake gets, if it eats a points goody
goody_shorter_value
public int goody_shorter_value
- the number of segments a snake looses, if it eats a shorter goody
survival_points
public int survival_points
- the number of points a player gets if he reaches the exit.
the later a player goes into the exit, the more points are made.
easy_points
public int easy_points
- if a snake bites it self, this number of points are given
all snakes, that touches the biting snake at at least one segments.
that meens the bodys touches each other.
GameInfo
public GameInfo()