-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathPlayerAI.java
More file actions
752 lines (627 loc) · 25.6 KB
/
PlayerAI.java
File metadata and controls
752 lines (627 loc) · 25.6 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
import static com.orbischallenge.bombman.api.game.MapItems.*;
import com.orbischallenge.bombman.api.game.MapItems;
import com.orbischallenge.bombman.api.game.PlayerAction;
import com.orbischallenge.bombman.api.game.PowerUps;
import java.awt.Point;
import java.util.HashMap;
import java.util.Map;
import java.util.LinkedList;
import java.util.List;
import java.util.Queue;
import java.util.Comparator;
import java.util.Arrays;
import javax.swing.plaf.basic.BasicInternalFrameTitlePane.MoveAction;
/**
*
* @author c.sham
*/
public class PlayerAI implements Player {
List<Point> allBlocks;
/**
* The map of times until an explosion will occur.
*
*/
int[][] bombMap;
Point[][] pathingBuffer;
int phase = 0; // Phase 0 = Mining, Phase 1 = Evasive
/**
* Gets called every time a new game starts.
*
* @param map The map.
* @param blocks All the blocks on the map.
* @param players Current position, bomb range, and bomb count for both Bombers.
* @param playerIndex Your player index.
*/
@Override
public void newGame(MapItems[][] map, List<Point> blocks, Bomber[] players, int playerIndex) {
allBlocks = blocks;
bombMap = new int[map.length][map[0].length];
pathingBuffer = new Point[map.length][map[0].length];
phase = 0;
}
/**
* Gets called every time a move is requested from the game server.
*
* Provided is a very random and not smart AI which random moves without checking for
* explosions, and places bombs whenever bombs can be used to destroy blocks.
*
* @param map The current map
* @param bombLocations Bombs currently on the map and it's range, owner and time left. Exploding
* bombs are excluded.
* @param powerUpLocations Power-ups current on the map and it's type
* @param players Current position, bomb range, and bomb count for both Bombers
* @param explosionLocations Explosions currently on the map.
* @param playerIndex Your player index.
* @param moveNumber The current move number.
* @return the PlayerAction you want your Bomber to perform.
*/
@Override
public PlayerAction getMove(MapItems[][] map, HashMap<Point, Bomb> bombLocations,
HashMap<Point, PowerUps> powerUpLocations, Bomber[] players,
List<Point> explosionLocations, int playerIndex, int moveNumber) {
boolean bombMove = false;
/**
* Get Bomber's current position
*/
Point curPosition = players[playerIndex].position;
int enemyIndex = 0;
if (playerIndex == 1) {
enemyIndex = 0;
}
else {
enemyIndex = 1;
}
Point enemyPosition = players[enemyIndex].position;
/**
* Keep track of which blocks are destroyed
*/
for (Point explosions : explosionLocations) {
if (allBlocks.contains(explosions)) {
allBlocks.remove(explosions);
}
}
// Creates bomb map.
int bombCount = bombLocations.size();
SearchBomb searchBombs[] = new SearchBomb[bombCount];
int currentBombIndex = 0;
for (Map.Entry<Point, Bomb> entry : bombLocations.entrySet()) {
searchBombs[currentBombIndex] = new SearchBomb(entry.getValue(), entry.getKey());
currentBombIndex++;
}
generateBombMap(map, searchBombs, bombMap);
Move.Direction move = Move.still; // Default don't move.
// Phases (Mining or Full Evasive)
// Mine (destroy nearby blocks and collect power ups).
if (phase == 0) {
if (isThereAPath(curPosition, enemyPosition, map)) {
phase = 1;
}
// Look for power ups within reach first.
Point directionToNearestPowerup = pathToNearestPowerup(curPosition, map, bombMap);
if (directionToNearestPowerup != null) {
move = Move.getDirection(directionToNearestPowerup.x, directionToNearestPowerup.y);
}
else {
// Look for nearest block to destroy if there are no powerups to pick up.
Point directionToNearestBlock = pathToNearestBlock(curPosition, map, bombMap);
if (directionToNearestBlock != null && (directionToNearestBlock.x != 0 || directionToNearestBlock.y != 0)) {
move = Move.getDirection(directionToNearestBlock.x, directionToNearestBlock.y);
}
// If next to block, evaluate safety of dropping a bomb at this location.
// Create a hypothetical bomb map of placing a bomb here and ensure there is a safe path out.
else if (directionToNearestBlock != null && directionToNearestBlock.x == 0 && directionToNearestBlock.y == 0){
int[][] bombMapCopy = new int[map.length][map[0].length];
SearchBomb searchBombsCopy[] = new SearchBomb[bombCount + 1];
for (int i = 0; i < bombCount; i++) {
searchBombsCopy[i] = searchBombs[i].clone();
searchBombsCopy[i].traversed = false;
}
Bomb b = new Bomb(playerIndex, players[playerIndex].bombRange, 14);
SearchBomb hBomb = new SearchBomb(b, curPosition);
searchBombsCopy[bombCount] = hBomb;
generateBombMap(map, searchBombsCopy, bombMapCopy);
// If safe, then place bomb.
Point directionToSafeSpaceHyp = pathToSafeSpace(curPosition, map, bombMapCopy);
if (directionToSafeSpaceHyp != null && bombMap[curPosition.x][curPosition.y] == 99) {
// Drop bomb.
bombMove = true;
}
}
}
}
else if (phase == 1) {
// Start evasive maneuvers once a path between the players is made.
// Avoid enemy.
if (manhattanDistance(curPosition, players[enemyIndex].position) < 5) {
Move.Direction bestMove = Move.still;
int maxDistance = 0;
for (Move.Direction moveImm : Move.getAllMovingMoves()) {
int x = curPosition.x + moveImm.dx;
int y = curPosition.y + moveImm.dy;
Point currPos = new Point(x, y);
if (map[x][y].isWalkable() && map[x][y] != MapItems.EXPLOSION) {
int distance = manhattanDistance(currPos, players[enemyIndex].position);
if (distance >= maxDistance) {
maxDistance = distance;
move = moveImm;
}
}
}
int[][] bombMapCopy = new int[map.length][map[0].length];
SearchBomb searchBombsCopy[] = new SearchBomb[bombCount + 1];
for (int i = 0; i < bombCount; i++) {
searchBombsCopy[i] = searchBombs[i].clone();
searchBombsCopy[i].traversed = false;
}
Bomb b = new Bomb(playerIndex, players[playerIndex].bombRange, 14);
SearchBomb hBomb = new SearchBomb(b, curPosition);
searchBombsCopy[bombCount] = hBomb;
generateBombMap(map, searchBombsCopy, bombMapCopy);
// If safe, then place bomb.
Point directionToSafeSpaceHyp = pathToSafeSpace(curPosition, map, bombMapCopy);
if (directionToSafeSpaceHyp != null && bombMap[curPosition.x][curPosition.y] == 99) {
// Drop bomb.
bombMove = true;
}
}
else {
// Recommence mining.
Point directionToNearestPowerup = pathToNearestPowerup(curPosition, map, bombMap);
if (directionToNearestPowerup != null) {
move = Move.getDirection(directionToNearestPowerup.x, directionToNearestPowerup.y);
}
else {
// Look for nearest block to destroy if there are no powerups to pick up.
Point directionToNearestBlock = pathToNearestBlock(curPosition, map, bombMap);
if (directionToNearestBlock != null && (directionToNearestBlock.x != 0 || directionToNearestBlock.y != 0)) {
move = Move.getDirection(directionToNearestBlock.x, directionToNearestBlock.y);
}
// If next to block, evaluate safety of dropping a bomb at this location.
// Create a hypothetical bomb map of placing a bomb here and ensure there is a safe path out.
else if (directionToNearestBlock != null && directionToNearestBlock.x == 0 && directionToNearestBlock.y == 0){
int[][] bombMapCopy = new int[map.length][map[0].length];
SearchBomb searchBombsCopy[] = new SearchBomb[bombCount + 1];
for (int i = 0; i < bombCount; i++) {
searchBombsCopy[i] = searchBombs[i].clone();
searchBombsCopy[i].traversed = false;
}
Bomb b = new Bomb(playerIndex, players[playerIndex].bombRange, 14);
SearchBomb hBomb = new SearchBomb(b, curPosition);
searchBombsCopy[bombCount] = hBomb;
generateBombMap(map, searchBombsCopy, bombMapCopy);
// printBombMap(bombMapCopy);
// If safe, then place bomb.
Point directionToSafeSpaceHyp = pathToSafeSpace(curPosition, map, bombMapCopy);
if (directionToSafeSpaceHyp != null && bombMap[curPosition.x][curPosition.y] == 99) {
// Drop bomb.
bombMove = true;
}
}
else if (directionToNearestBlock == null) {
boolean blocksLeft = false;
for (int i = 0; i < map.length; i++) {
for (int j = 0; j < map[0].length; j++) {
if (map[i][j] == MapItems.BLOCK) {
blocksLeft = true;
i = map.length;
j = map[0].length;
}
}
}
if (!blocksLeft) {
phase = 2; // Move to final phase.
}
}
}
}
}
else {
// When there are no blocks left over, run from player and drop bombs when safe.
if (manhattanDistance(curPosition, players[enemyIndex].position) < players[playerIndex].bombRange) {
Move.Direction bestMove = Move.still;
int maxDistance = 0;
for (Move.Direction moveImm : Move.getAllMovingMoves()) {
int x = curPosition.x + moveImm.dx;
int y = curPosition.y + moveImm.dy;
Point currPos = new Point(x, y);
if (map[x][y].isWalkable() && map[x][y] != MapItems.EXPLOSION) {
int distance = manhattanDistance(currPos, players[enemyIndex].position);
if (distance >= maxDistance) {
maxDistance = distance;
move = moveImm;
}
}
}
}
else {
// Gravitate towards centre of map.
Point directionToCentre = pathToCentre(curPosition, map, bombMap);
if (directionToCentre != null) {
move = Move.getDirection(directionToCentre.x, directionToCentre.y);
}
}
int[][] bombMapCopy = new int[map.length][map[0].length];
SearchBomb searchBombsCopy[] = new SearchBomb[bombCount + 1];
for (int i = 0; i < bombCount; i++) {
searchBombsCopy[i] = searchBombs[i].clone();
searchBombsCopy[i].traversed = false;
}
Bomb b = new Bomb(playerIndex, players[playerIndex].bombRange, 14);
SearchBomb hBomb = new SearchBomb(b, curPosition);
searchBombsCopy[bombCount] = hBomb;
generateBombMap(map, searchBombsCopy, bombMapCopy);
// If safe, then place bomb.
Point directionToSafeSpaceHyp = pathToSafeSpace(curPosition, map, bombMapCopy);
if (directionToSafeSpaceHyp != null && bombMap[curPosition.x][curPosition.y] == 99) {
// Drop bomb.
bombMove = true;
}
}
// Determines safe path based on bomb map(evades).
Point directionToSafeSpace = pathToSafeSpace(curPosition, map, bombMap);
if (directionToSafeSpace != null) {
if (directionToSafeSpace.x != 0 || directionToSafeSpace.y != 0) {
// Override any other movement if under threat.
move = Move.getDirection(directionToSafeSpace.x, directionToSafeSpace.y);
}
}
/**
* Find which neighbours of Bomber's current position are currently unoccupied, so that I
* can move into. Also counts how many blocks are neighbours.
*/
/*LinkedList<Move.Direction> validMoves = new LinkedList<>();
LinkedList<Move.Direction> blocks = new LinkedList<>();
for (Move.Direction move : Move.getAllMovingMoves()) {
int x = curPosition.x + move.dx;
int y = curPosition.y + move.dy;
if (map[x][y].isWalkable()) {
validMoves.add(move);
}
if (allBlocks.contains(new Point(x, y))) {
blocks.add(move);
}
} */
/**
* If there are blocks around, I should place a bomb in my current square.
*/
/*if (!blocks.isEmpty()) {
bombMove = false;
} */
/**
* There's no place to go, I'm stuck. :(
*/
/* if (validMoves.isEmpty()) {
return Move.still.action;
} */
/**
* There is some place I could go, so I randomly choose one direction and go off in that
* direction.
*/
// Move.Direction move = validMoves.get((int) (Math.random() * validMoves.size()));
if (bombMove) {
return move.bombaction;
}
return move.action;
}
/**
* Functions using BFSs to find shortest paths to different places using the pathingBuffer.
*
*
*/
public Point pathToSafeSpace(Point start, MapItems[][] map, int[][] bombMap) {
resetPathingBuffer(pathingBuffer);
Queue<Point> open = new LinkedList();
open.add(start);
while (!open.isEmpty()) {
Point currentPoint = open.remove();
if (bombMap[currentPoint.x][currentPoint.y] == 99) {
Point previous = null;
for (Point current = currentPoint;
current != start;
previous = current, current = pathingBuffer[current.x][current.y]) {
}
if (previous == null) {
return new Point(0, 0);
} else {
Point dP = new Point(previous.x - start.x, previous.y - start.y);
return dP;
}
}
for (Move.Direction direction : Move.getAllMovingMoves()) {
int x = currentPoint.x + direction.dx;
int y = currentPoint.y + direction.dy;
Point neighbour = new Point(x, y);
if (map[x][y].isWalkable() && map[x][y] != MapItems.EXPLOSION && pathingBuffer[x][y] == null
&& bombMap[x][y] > 2) {
open.add(neighbour);
pathingBuffer[x][y] = currentPoint;
}
}
}
return null;
}
public Point pathToCentre(Point start, MapItems[][] map, int[][] bombMap) {
resetPathingBuffer(pathingBuffer);
Queue<Point> open = new LinkedList();
open.add(start);
while (!open.isEmpty()) {
Point currentPoint = open.remove();
if (currentPoint.x == 8 && currentPoint.y == 8) {
Point previous = null;
for (Point current = currentPoint;
current != start;
previous = current, current = pathingBuffer[current.x][current.y]) {
}
if (previous == null) {
return new Point(0, 0);
} else {
Point dP = new Point(previous.x - start.x, previous.y - start.y);
return dP;
}
}
for (Move.Direction direction : Move.getAllMovingMoves()) {
int x = currentPoint.x + direction.dx;
int y = currentPoint.y + direction.dy;
Point neighbour = new Point(x, y);
if (map[x][y].isWalkable() && map[x][y] != MapItems.EXPLOSION && pathingBuffer[x][y] == null
&& bombMap[x][y] > 2) {
open.add(neighbour);
pathingBuffer[x][y] = currentPoint;
}
}
}
return null;
}
public Point pathToNearestBlock(Point start, MapItems[][] map, int[][] bombMap) {
resetPathingBuffer(pathingBuffer);
Queue<Point> open = new LinkedList();
open.add(start);
while (!open.isEmpty()) {
Point currentPoint = open.remove();
if (map[currentPoint.x + 1][currentPoint.y] == MapItems.BLOCK || map[currentPoint.x - 1][currentPoint.y] == MapItems.BLOCK
|| map[currentPoint.x][currentPoint.y + 1] == MapItems.BLOCK || map[currentPoint.x][currentPoint.y - 1] == MapItems.BLOCK) {
Point previous = null;
for (Point current = currentPoint;
current != start;
previous = current, current = pathingBuffer[current.x][current.y]) {
}
if (previous == null) {
return new Point(0, 0);
} else {
Point dP = new Point(previous.x - start.x, previous.y - start.y);
return dP;
}
}
for (Move.Direction direction : Move.getAllMovingMoves()) {
int x = currentPoint.x + direction.dx;
int y = currentPoint.y + direction.dy;
Point neighbour = new Point(x, y);
if (map[x][y] != MapItems.BOMB && map[x][y] != MapItems.WALL && map[x][y] != MapItems.EXPLOSION
&& pathingBuffer[x][y] == null && bombMap[x][y] == 99) {
open.add(neighbour);
pathingBuffer[x][y] = currentPoint;
}
}
}
return null;
}
public Point pathToNearestPowerup(Point start, MapItems[][] map, int[][] bombMap) {
resetPathingBuffer(pathingBuffer);
Queue<Point> open = new LinkedList();
open.add(start);
while (!open.isEmpty()) {
Point currentPoint = open.remove();
if (map[currentPoint.x][currentPoint.y] == MapItems.POWERUP) {
Point previous = null;
for (Point current = currentPoint;
current != start;
previous = current, current = pathingBuffer[current.x][current.y]) {
}
if (previous == null) {
return new Point(0, 0);
} else {
Point dP = new Point(previous.x - start.x, previous.y - start.y);
return dP;
}
}
for (Move.Direction direction : Move.getAllMovingMoves()) {
int x = currentPoint.x + direction.dx;
int y = currentPoint.y + direction.dy;
Point neighbour = new Point(x, y);
if (map[x][y].isWalkable() && map[x][y] != MapItems.EXPLOSION && pathingBuffer[x][y] == null
&& bombMap[x][y] == 99) {
open.add(neighbour);
pathingBuffer[x][y] = currentPoint;
}
}
}
return null;
}
/**
* Uses Breadth First Search to find if a walkable path from point A to point B exists.
*
* This method does not consider the if tiles are dangerous or not. As long as all the tiles in
* are walkable.
*
* @param start The starting point
* @param end The end point
* @param map The map use to check if a path exists between point A and point B
* @return True if there is a walkable path between point A and point B, False otherwise.
*/
public boolean isThereAPath(Point start, Point end, MapItems[][] map) {
//Keeps track of points we have to check
Queue<Point> open = new LinkedList<>();
//Keeps track of points we have already visited
List<Point> visited = new LinkedList<>();
open.add(start);
while (!open.isEmpty()) {
Point curPoint = open.remove();
//Check all the neighbours of the current point in question
for (Move.Direction direction : Move.getAllMovingMoves()) {
int x = curPoint.x + direction.dx;
int y = curPoint.y + direction.dy;
Point neighbour = new Point(x, y);
// if the point is the destination, we are done
if (end.equals(neighbour)) {
return true;
}
// if we have already visited this point, we skip it
if (visited.contains(neighbour)) {
continue;
}
// if bombers can walk onto this point, then we add it to the list of points we should check
if (map[x][y].isWalkable()) {
open.add(neighbour);
}
// add to visited so we don't check it again
visited.add(neighbour);
}
}
return false;
}
/***
* Not used.
* Note: That the pathingBuffer is reset and repurposed on each call.
*
* Based strongly on isThereAPath(...).
*/
public Point pathTo(Point start, Point end, MapItems[][] map) {
resetPathingBuffer(pathingBuffer);
Queue<Point> open = new LinkedList();
open.add(start);
while (!open.isEmpty()) {
Point currentPoint = open.remove();
if (currentPoint == end) {
Point previous = null;
for (Point current = end;
current != start;
previous = current, current = pathingBuffer[current.x][current.y]) {
}
if (previous == null) {
return new Point(0, 0);
} else {
return new Point(previous.x - start.x, previous.y - start.y);
}
}
for (Move.Direction direction : Move.getAllMovingMoves()) {
int x = currentPoint.x + direction.dx;
int y = currentPoint.y + direction.dy;
Point neighbour = new Point(x, y);
if (map[x][y].isWalkable() && map[x][y] != MapItems.EXPLOSION && pathingBuffer[x][y] == null) {
open.add(neighbour);
}
pathingBuffer[x][y] = currentPoint;
}
}
return null;
}
/**
* Returns the Manhattan Distance between the two points.
*
* @param start the starting point
* @param end the end point
* @return the Manhattan Distance between the two points.
*/
public int manhattanDistance(Point start, Point end) {
return (Math.abs(start.x - end.x) + Math.abs(start.y - end.y));
}
Move.Direction directionToMove(Point direction) {
if (direction.x == 1) {
return Move.right;
} else if (direction.y == -1) {
return Move.up;
} else if (direction.x == -1) {
return Move.left;
} else if (direction.y == 1) {
return Move.down;
} else {
return Move.still;
}
}
Point changePointElement(Point p, int axis, int newValue) {
Point pPrime = (Point)p.clone();
if (axis == 0) {
pPrime.x = newValue;
} else {
pPrime.y = newValue;
}
return pPrime;
}
int getPointElement(Point p, int axis) {
if (axis == 0) {
return p.x;
} else {
return p.y;
}
}
void printBombMap(int[][] bombMap) {
for (int i = 0; i < bombMap.length; i++) {
for (int j = 0; j < bombMap[0].length; j++) {
System.out.print (bombMap[j][i] + " ");
}
System.out.println("");
}
}
void resetBombMap(int[][] bombMap, int defaultValue) {
for (int i = 0; i < bombMap.length; i++) {
for (int j = 0; j < bombMap[0].length; j++) {
bombMap[i][j] = defaultValue;
}
}
}
void resetPathingBuffer(Point[][] buffer) {
for (int i = 0; i < buffer.length; i++) {
for (int j = 0; j < buffer[0].length; j++) {
buffer[i][j] = null;
}
}
}
void spreadExplosion(MapItems[][] items, SearchBomb[] bombs,
int[][] bombMap, boolean[] blocked, SearchBomb bomb, Point p, int direction) {
if (!blocked[direction]) {
bombMap[p.x][p.y] = Math.min(bombMap[p.x][p.y], bomb.timeToExplosion);
if (items[p.x][p.y] == MapItems.WALL || items[p.x][p.y] == MapItems.BLOCK) {
blocked[direction] = true;
}
if (items[p.x][p.y] == MapItems.BOMB) {
SearchBomb foundBomb = null;
for (int i = 0; i < bombs.length; i++) {
if (bombs[i].location.equals(p)) {
foundBomb = bombs[i];
}
}
foundBomb.timeToExplosion = bomb.timeToExplosion;
generateBombMap(items, bombs, bombMap, foundBomb);
}
}
}
void generateBombMap(MapItems[][] items, SearchBomb[] bombs,
int[][] bombMap, SearchBomb bomb) {
if (!bomb.traversed) {
bomb.traversed = true;
for (int axis = 0; axis < 2; axis++) {
boolean[] blocked = {false, false};
for (int distance = 0; distance <= bomb.bomb.getRange(); distance++) {
int p1DAxis = getPointElement(bomb.location, axis) + distance;
int p2DAxis = getPointElement(bomb.location, axis) - distance;
Point p1 = changePointElement(bomb.location, axis, p1DAxis);
Point p2 = changePointElement(bomb.location, axis, p2DAxis);
spreadExplosion(items, bombs, bombMap, blocked, bomb, p1, 0);
spreadExplosion(items, bombs, bombMap, blocked, bomb, p2, 1);
}
}
}
}
void generateBombMap(MapItems[][] items, SearchBomb[] bombs,
int[][] bombMap) {
Arrays.sort(bombs, new Comparator<SearchBomb>() {
public int compare(SearchBomb a, SearchBomb b) {
return Integer.compare(a.timeToExplosion, b.timeToExplosion);
}
});
resetBombMap(bombMap, 99);
for (int i = 0; i < bombs.length; i++) {
generateBombMap(items, bombs, bombMap, bombs[i]);
}
}
}