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sims.SupplyRescue.scala Maven / Gradle / Ivy
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/*
* Copyright (C) 2016-2017, Roberto Casadei, Mirko Viroli, and contributors.
* See the LICENCE.txt file distributed with this work for additional
* information regarding copyright ownership.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package sims
import it.unibo.scafi.incarnations.BasicSimulationIncarnation.{AggregateProgram, BlockG}
import it.unibo.scafi.simulation.gui.{Launcher, Settings}
import lib.{FlockingLib, Movement2DSupport}
object SupplyRescue extends Launcher {
// Configuring simulation
Settings.Sim_ProgramClass = "sims.SupplyRescueDemo" // starting class, via Reflection
Settings.ShowConfigPanel = false // show a configuration panel at startup
//Settings.Sim_Topology = Topologies.Grid_HighVar
Settings.Sim_NbrRadius = 0.1 // neighbourhood radius
Settings.Sim_NumNodes = 50 // number of nodes
//Settings.Led_Activator = (b: Any) => b.asInstanceOf[Boolean]
Settings.Movement_Activator = (b: Any) => b.asInstanceOf[(Double, Double)]
//Settings.To_String = (b: Any) => ""
Settings.Sim_DrawConnections = true
Settings.Sim_realTimeMovementUpdate = false
//Settings.Sim_Draw_Sensor_Radius = true
launch()
}
/**
* Scenario: military mission where drones have to retrieve supplies/provisions
* parachuted in the region.
* - Sense1 - Nodes that deliver supplies
* - Sense2 - Obstacle
* - Sense3 - Nodes that retrieve supplies and bring them to the base
* - Sense4 - Base
*/
class SupplyRescueDemo extends AggregateProgram with SensorDefinitions with FlockingLib with Movement2DSupport with BlockG {
override def main():(Double, Double) = rep({
(0.0, 0.0)
}, true)(behavior)._1
private def behavior(tuple: ((Double,Double), Boolean)): ((Double,Double), Boolean) = {
mux(sense1){
mux(tuple._2){
var grad = distanceTo(sense3)
mux(distanceTo(sense4) < 9){
(goToPoint(0.5,0.5), false)
} {
mux(grad > 100) {
((0.0,0.0), tuple._2)
} {
mux(grad > 9){
(goToPointWithSeparation(broadcast(sense3, (currentPosition().x, currentPosition().y)), 0.02), tuple._2)
} {
(flock(tuple._1, Seq(sense1), Seq(sense2), 0.02, 1.0, 20.0, 20.0, 0.0), tuple._2)
}
}
}
}{
(goToPoint(0.5,0.5), tuple._2)
}
}{
mux(sense3){
branch(distanceTo(sense4) > 5){
mux(timer(600.0))
{
(goToPointWithSeparation((0.5,0.5), 0.02), tuple._2)
} {
(movement(tuple._1), tuple._2)
}
} {
(flock(tuple._1, Seq(sense3), Seq(sense2), 0.01, 10.0, 40.0, 120.0, 0.0), tuple._2)
}
}
{
mux(sense4)
{
(goToPoint(0.5,0.5), tuple._2)
} {
(flock(tuple._1, Seq(sense1), Seq(sense2), 0.01, 0.0, 0.0, 3.0, 0.0), tuple._2)
}
}
}
}
}
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