Packages

p

o1

robots

package robots

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  1. Alphabetic
Visibility
  1. Public
  2. Protected

Package Members

  1. package gui

Type Members

  1. class Floor extends Square

    The class Floor represents squares that robots can successfully occupy and move through.

    The class Floor represents squares that robots can successfully occupy and move through. On creation, a floor square is always empty, but this changes if a robot arrives.

  2. class Lovebot extends RobotBrain

    The class Lovebot represents the "brains" (or AI) of robots which have another robot as their "beloved".

    The class Lovebot represents the "brains" (or AI) of robots which have another robot as their "beloved". A lovebot tries to home in on its beloved.

  3. class Nosebot extends RobotBrain

    The class Nosebot represents the "brains" (or AI) of robots that move in the direction their nose points, in straight lines, only turning when they have to.

    The class Nosebot represents the "brains" (or AI) of robots that move in the direction their nose points, in straight lines, only turning when they have to. They always turn right.

  4. class Psychobot extends RobotBrain

    The class Psychobot represents the "brains" (or AI) of robots which stand still until they see another unbroken robot.

    The class Psychobot represents the "brains" (or AI) of robots which stand still until they see another unbroken robot. When this happens, they ram the victim with incredible speed.

  5. class RobotBody extends AnyRef

    The class RobotBody represents virtual robots (or "bots") which inhabit two-dimensional grid worlds.

    The class RobotBody represents virtual robots (or "bots") which inhabit two-dimensional grid worlds. More specifically, each instance of the class represents a "robot body" (or "chassis" or "hardware") and basic functionality of such a robot. Each "robot body" is associated with a "robot brain" that controls the body and determines what functionality is activated and when.

    A robot is equipped with the various capabilities:

    - It can sense its own surroundings (location, facing, the world that it is in).

    - It can spin around in any one of the four main compass directions.

    - It can move into the next square in a given direction.

    - It can sense whether it is broken or not, and whether it is "stuck" in a square between four walls.

    When a robot's takeTurn method is called, it uses its "brain" to figure out what to do (move, turn about, etc.). Robots with different kinds of brains behave differently.

    See also

    RobotWorld

    RobotBrain

  6. abstract class RobotBrain extends AnyRef

    The class RobotBrain represents the "brains" (or artificial intelligence, AI) of virtual robots that inhabit two dimensional grid worlds.

    The class RobotBrain represents the "brains" (or artificial intelligence, AI) of virtual robots that inhabit two dimensional grid worlds. A robot brain is equipped with an algorithm for determining what a robot should do during its turn in a robot simulation. In other words, a robot brain is capable of controlling the actions of a robot body.

    Concrete classes that extend this class need to provide implementations for the abstract moveBody method; each such concrete class can represent a new kind of robot behavior. Some subclasses are also expected to override the mayAdvance method.

  7. class RobotWorld extends o1.Grid[Square]

    An instance of the class RobotWorld represents a mutable, two-dimensional world that can be inhabited by virtual robots.

    An instance of the class RobotWorld represents a mutable, two-dimensional world that can be inhabited by virtual robots. This kind of "robot world" is a Grid whose elements are Square objects.

    Robots -- RobotBody objects -- can be added to the robot world, and the robot world object maintains a listing of the added robots. It uses this list to have the robots take their turns in a round-robin fashion.

    Apart from robots, a robot world can also contain walls. All robot worlds are bounded by walls on all sides: all the edge squares of all robot worlds are always unpassable by robots. Wall squares may also be added at other locations within a robot world.

    See also

    Square

  8. class Spinbot extends RobotBrain

    The class Spinbot represents the "brains" (or AI) of extremely simple robots that simply spin clockwise and never change location.

  9. trait Square extends AnyRef

    The trait Square represents squares in a robot world, as an abstract concept.

    The trait Square represents squares in a robot world, as an abstract concept.

    A square object is potentially mutable: its state can change as robots enter and exit it.

    Two concrete kinds of squares have been implemented: Floors and Walls.

    See also

    Floor

    Wall

  10. class Staggerbot extends RobotBrain

    The class Staggerbot represents the "brains" (or AI) of robots whose algorithms are not sophisticated enough to beat a game of Viinaharava.

    The class Staggerbot represents the "brains" (or AI) of robots whose algorithms are not sophisticated enough to beat a game of Viinaharava. These robots stagger from place to place harum-scarum, relying on a (pseudo)random number generator.

Value Members

  1. object Wall extends Square

    The singleton object Wall represents walls, that is, squares that constitute unpassable barriers for robots.

    The singleton object Wall represents walls, that is, squares that constitute unpassable barriers for robots. A robot can never be in the same location with a wall.

    Since all wall locations in all robot worlds are alike and immutable, it is enough to have a single Wall object that can be placed anywhere in any robot world. There is no need for separate instances for each wall square.

Ungrouped