PanickedHumans are a type of Human that's a hint--how can we use our Human functionality without rewriting a lot of code? Indeed, the only difference is that PanickedHumans move faster than humans. If PanickedHumans don't see a zombie for a short time 10 turns is good , then they should stop being panicked. This class will need know where agents are, even as those agents move around, so that it can help agents to see each other and draw them on the map each cycle.
The city is also responsible for telling all the agents to act on their turn. Since you will be tracking agents on a two-dimensional grid, a two-dimensional array is an incredibly helpful data structure to use.
You can quickly look up what agent if any is in a particular spot. Note that this array will not be totally filled; many slots will be null. The most difficult part of this class and of the whole program is being able to have Agents move and replace themselves, but still keep the city up to date so that the city can give accurate information about who is located where such as for the "look forward" functionality.
Remember that you can let Agents know about the city by passing it as a parameter e. Although this class will need to share information, try to share as little as possible in order to avoid coupling problems.
This program has a number of interconnected moving parts, though most of those parts are individually simple but not necessarily simplistic. Take some time to think about HOW you are going to implement the program before you do. Try to outline methods you will use and who will call those methods and when , then fill in the blanks. If you get stuck or need help, don't be afraid to ask! Once you're finished, be sure that all your code is fully documented. This means full Javadoc comments on each method you create, and lots of comments explaining your code.
Remember to explain the why of the code, not the what. The homework is due at the start of class on Wed Feb Plan of Attack This is a large complex program and it's hard to know where to begin. Here is a rough plan of attack for how to start making this thing work compiled from memory of how I implemented the program : Make the Human class and the Agent class it extends and just try to get them to show up on the screen--randomly spread them throughout the city.
Make the agents be populated in legal areas e. Hint: try making a list of all possible places an agent COULD be and then picking a random item from that list Make the agents all move in one direction on a tick e.
This should make them all skitter about in nice ant lines. Make the agents also "look forward" and turn when they're about to hit another person. This should make them all move randomly. You'll need to have new positions be tracked both by the Agent object and by the City object Test repeatedly that things seem to work Replace a single agent with a zombie the start of the outbreak.
Make the "look forward" method allow agents to see far in front of them Make the zombie move appropriately, as described above. Have the zombie check if it should bite a person using the same "look forward" method If it bites, tell the city to swap out the Human for a Zombie Test repeatedly that things seem to work Use the same general code you used for Zombies to see people to have Humans see zombies Use the same general code you used for Zombies to bite people to have people panic Test repeatedly that things seem to work Clean up any leftover issues or code.
Again, this is a hard one. If you have any problems or questions, feel free to ask! Extensions So many options Extend the interface so that you can start, stop, and reset the simulation. Buttons would be a clean way of doing this.
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