CustomNode.java.wp: Difference between revisions
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Revision as of 22:40, 15 June 2006
/* * CustomNode.java * * Created on January 22, 2005, 2:41 PM * Modified on June 14, 2006 * * This class contains the parameters and methods * for an agent acting on the network */ package RepMod; import uchicago.src.sim.gui.NetworkDrawable; import uchicago.src.sim.network.DefaultDrawableNode; import uchicago.src.sim.gui.DrawableNonGridNode; import uchicago.src.sim.util.Random; import uchicago.src.sim.gui.OvalNetworkItem; import java.awt.Color; import uchicago.src.sim.gui.ColorMap; import uchicago.src.sim.engine.CustomProbeable; import java.util.ArrayList; /** * * @author Jack Waddell * */ // DefaultDrawableNode lets us draw it in the GUI // CustomProbeable lets us define which attributes appear when // probed in the GUI public class CustomNode extends DefaultDrawableNode implements CustomProbeable { //*********************************** // Static Parameters // tracks next unique id public static int nextID = 0; public static GUIModel guiModel = null; public static RepMod model; //********************************8** // Instance parameters // Two colormaps are generated for color-coding the nodes in GUI public static ColorMap centerColorMap; public static ColorMap edgeColorMap; public static final int colorMapSize = 16; public static final int colorMapMax = colorMapSize - 1; private int id; // uniquely ids node public Color myColor; // used to draw color in GUI public String myPajekColor = "Red"; // color to appear in Pajek output public double reputation; // current wealth or stored reputation public double skill; // skill parameter public int numVotes; // the number of vote rounds public double success; // most recent success /////////////////////////////////////////////////////////////// // constructor // Inputs: NetworkDrawable drawable, to draw in GUI // double skill, the skill parameter public CustomNode (NetworkDrawable drawable, double skill) { super(drawable); id = nextID++; // set id and iterate to next this.skill = skill; reputation = 50; // Generalize. Currently hard-coded if (guiModel != null) setNodeEdgeColorFromSkill(); numVotes = 0; success = 0; } /////////////////////////////////////////////////////////// // getProbedProperties // Required to implement CustomProbeable // Inputs: none // Outputs: array of strings holding parameter names public String[] getProbedProperties(){ return new String[] {"id", "reputation", "skill", "success"}; } ////////////////////////////////////////////////////////// // step // Input: none // Output: none // (Can be) Called by main model to have nodes execute a single step public void step(){ } ////////////////////////////////////////////////////////// // setNodeColorFromReputation // Input: maxReputation, the highest reputation from all agents // Output: none // Sets the node color to the colormap leval depending on reputation public void setNodeColorFromReputation(double maxReputation){ int i = (int) Math.round(colorMapMax*(reputation)/ (maxReputation)); this.setColor(centerColorMap.getColor(i)); } ////////////////////////////////////////////////////////// // setNodeEdgeColorFromSkill // Input: none // Output: none // Sets the node edge color to the colormap level depending on skill public void setNodeEdgeColorFromSkill(){ int i = (int) Math.round(colorMapMax*skill); this.setBorderColor(edgeColorMap.getColor(i)); this.setBorderWidth(3); } /////////////////////////////////////////////////////// // getDegree // Input: none // Output: int degree // Calculates the degree of the node (assuming symmetric) public int getDegree(){ return (this.getOutNodes()).size(); } /////////////////////////////////////////////////////// // vote // Input: double success, the focus' real success // Output: double vote, the voter's estimate of focus' success public double vote(double fSuccess){ if (fSuccess > skill) return Math.min(1, 1.1*fSuccess); else return fSuccess; } /////////////////////////////////////////////////////// // updateReputation // Input: double, rep Latest reputation vote // Output: none public void updateReputation(double rep){ double preRep = reputation * (double) numVotes; numVotes ++; reputation = (preRep + rep) / ((double) numVotes); } /////////////////////////////////////////////////////// // challenge // Input: double difficulty // Output: none public void challenge(double difficulty){ if (difficulty > skill) success = 0; else success = skill - difficulty; } //*************************************************************** // Getters and Setters public int getID() {return id;} public void setMyPajekColor(String i) {myPajekColor = i;} public String getMyPajekColor() {return myPajekColor;} public double getReputation() {return reputation;} public void setReputation(double i) {reputation = i;} public double getSkill() {return skill;} public void setSkill(double i) {skill = i;} public double getSuccess() {return success;} public void setSuccess(double i) {success = i;} //*************************************************************** // Static Methods public static void setModel(RepMod m) {model = m;} ////////////////////////////////////////////////////////// // setUpNodeDrawing // Input: GUIModel m, a pointer to the GUIModel // Output: none public static void setUpNodeDrawing (GUIModel m) { guiModel = m; centerColorMap = new ColorMap(); edgeColorMap = new ColorMap(); double minColor = 0.1; for (int i = 0; i < colorMapSize; i++){ double fracColor = minColor + ( (1.0-minColor)*i/colorMapMax ); centerColorMap.mapColor(i, 0, 0, fracColor); edgeColorMap.mapColor(i, 0, fracColor, 0); } } /////////////////////////////////////////////////////////// // resetNextID // Inputs: none // Outputs: none // Resets nextID. Called when the model is reset, and a // new set of nodes is generated public static void resetNextID(){ nextID = 0; } }