From 86812928d9537168a0c5cadcf9f5420407617884 Mon Sep 17 00:00:00 2001
From: tjsus <tjsus@172.20.148.137>
Date: Thu, 29 Aug 2024 11:13:07 -0700
Subject: [PATCH] Assignment 3 code added.

---
 .../Smith/ExampleSimulationProgram.java       | 518 ++++++------------
 .../ExampleSimulationProgramBattleShip.java   | 241 --------
 .../src/UdpExamples/UnicastUdpSender.java     |   8 +-
 .../Networked_Graphics_MV3500_examples.jar    | Bin 295972 -> 301874 bytes
 4 files changed, 177 insertions(+), 590 deletions(-)
 delete mode 100644 assignments/src/MV3500Cohort2024JulySeptember/homework3/Smith/ExampleSimulationProgramBattleShip.java

diff --git a/assignments/src/MV3500Cohort2024JulySeptember/homework3/Smith/ExampleSimulationProgram.java b/assignments/src/MV3500Cohort2024JulySeptember/homework3/Smith/ExampleSimulationProgram.java
index a5e42691d8..1e91768baf 100644
--- a/assignments/src/MV3500Cohort2024JulySeptember/homework3/Smith/ExampleSimulationProgram.java
+++ b/assignments/src/MV3500Cohort2024JulySeptember/homework3/Smith/ExampleSimulationProgram.java
@@ -1,17 +1,8 @@
-/**
- * Copyright (c) 2008-2023, MOVES Institute, Naval Postgraduate School (NPS). All rights reserved.
- * This work is provided under a BSD open-source license, see project license.html or license.txt
- * @author tjsus
- */
 package MV3500Cohort2024JulySeptember.homework3.Smith;
 
-import edu.nps.moves.dis7.entities.swe.platform.surface._001Poseidon;
-import edu.nps.moves.dis7.entities.swe.platform.surface._002Triton;
-import edu.nps.moves.dis7.enumerations.*;
 import edu.nps.moves.dis7.pdus.*;
 import edu.nps.moves.dis7.utilities.DisChannel;
 import edu.nps.moves.dis7.utilities.PduFactory;
-import java.time.LocalDateTime;
 import java.util.logging.Level;
 import java.util.logging.Logger;
 
@@ -19,395 +10,232 @@ import java.util.logging.Logger;
  *  example simulation program that includes DIS-capable entities performing 
  *  tasks of interest, and then reporting activity via PDUs to the network.
  *  Default program initialization includes PDU recording turned on by default.
- *  @see <a href="https://gitlab.nps.edu/Savage/NetworkedGraphicsMV3500/-/blob/master/examples/src/OpenDis7Examples/ExampleSimulationProgramLog.txt" target="_blank">ExampleSimulationProgramLog.txt</a>
- *  @see <a href="https://gitlab.nps.edu/Savage/NetworkedGraphicsMV3500/-/blob/master/examples/src/OpenDis7Examples/ExampleSimulationProgramPduCaptureLog.dislog" target="_blank">ExampleSimulationProgramPduCaptureLog.dislog</a>
- *  @see <a href="https://gitlab.nps.edu/Savage/NetworkedGraphicsMV3500/-/blob/master/examples/src/OpenDis7Examples/ExampleSimulationProgramFlowDiagram.pdf" target="_blank">ExampleSimulationProgramFlowDiagram.pdf</a>
- *  @see <a href="https://gitlab.nps.edu/Savage/NetworkedGraphicsMV3500/-/blob/master/examples/src/OpenDis7Examples/ExampleSimulationProgramWireshark.png" target="_blank">ExampleSimulationProgramWireshark.png</a>
- *  @see <a href="https://gitlab.nps.edu/Savage/NetworkedGraphicsMV3500/-/blob/master/examples/src/OpenDis7Examples/ExampleSimulationProgramSequenceDiagram.png" target="_blank">ExampleSimulationProgramSequenceDiagram.png</a>
  */
-public class ExampleSimulationProgram
-{
-    /* **************************** infrastructure code, modification is seldom needed ************************* */
-                 
-    private   String     descriptor = this.getClass().getSimpleName();
-    /** DIS channel defined by network address/port combination includes multiple utility capabilities */
+public class ExampleSimulationProgram {
+
+    // Constants for the Battleship game
+    private static final int GRID_SIZE = 10; // 10x10 grid for Battleship
+    private static final int MAX_TURNS = 100; // Limit turns to avoid infinite games
+
+    // Grids for each player
+    private char[][] player1Grid = new char[GRID_SIZE][GRID_SIZE];
+    private char[][] player2Grid = new char[GRID_SIZE][GRID_SIZE];
+
+    // To track whose turn it is
+    private boolean isPlayer1Turn = true;
+
+    // Ship positions (simple example positions for each player's ships)
+    private final int[][] player1Ships = {{0, 0}, {0, 1}, {0, 2}}; // Positions for player 1's ships
+    private final int[][] player2Ships = {{5, 5}, {5, 6}, {5, 7}}; // Positions for player 2's ships
+
+    // DIS utilities
+    private String descriptor = this.getClass().getSimpleName();
     protected DisChannel disChannel;
-    /** Factory object used to create new PDU instances */
     protected PduFactory pduFactory;
-    
-    /** seconds per loop for real-time or simulation execution */
-    private double  simulationTimeStepDuration  =  1.0; // seconds TODO encapsulate
-    /** initial simulation time in seconds */
-    double  simulationTimeInitial = 0.0;
-    /** current simulation time in seconds */
-    double  simulationTimeSeconds = simulationTimeInitial;
-    /** Maximum number of simulation loops */
-    int MAX_LOOP_COUNT = 4;
-    
-    String narrativeMessage1 = new String();
-    String narrativeMessage2 = new String();
-    String narrativeMessage3 = new String();
-    
-    /** EntityID settings for entity 1 */
-    protected EntityID           entityID_1          = new EntityID();
-    /** EntityID settings for entity 2 */
-    protected EntityID           entityID_2          = new EntityID();
-    /** ESPDU for entity 1 */
-    protected EntityStatePdu     entityStatePdu_1;
-    /** ESPDU for entity 2 */
-    protected EntityStatePdu     entityStatePdu_2;
-    /** FirePdu for entity 1 first  weapon (if any) */
-    protected FirePdu            firePdu_1a;
-    /** FirePdu for entity 1 second weapon (if any) */
-    protected FirePdu            firePdu_1b;
-    /** MunitionDescriptor for these weapons */
-    protected MunitionDescriptor munitionDescriptor1;
-    
-    // hey programmer, what other state do you want?  this is a good place to declare it...
-    
+    protected FirePdu firePduPlayer1;
+    protected FirePdu firePduPlayer2;
+    protected MunitionDescriptor munitionDescriptor1 = new MunitionDescriptor();
+
+    // Simulation time settings
+    private double simulationTimeStepDuration = 1.0; // seconds
+    private double simulationTimeSeconds = 0.0;
+
+    // Tracking indices for Player 1's systematic search
+    private int player1SearchRow = 0;
+    private int player1SearchCol = 0;
+
     /**
      * Constructor to create an instance of this class.
      * Design goal: additional built-in initialization conveniences can go here
      * to keep your efforts focused on the runSimulation() method.
      */
-    // base constructor is not invoked automatically by other constructors
-    // https://stackoverflow.com/questions/581873/best-way-to-handle-multiple-constructors-in-java
-    public ExampleSimulationProgram()
-    {
+    public ExampleSimulationProgram() {
         initialize();
     }
-    /**
-     * Constructor to create an instance of this class.
-     * @param newDescriptor describes this program, useful for logging and debugging
+
+    /** 
+     * Initialize the simulation program, setting up the DIS channel, 
+     * PDUs, and the Battleship game grids. 
      */
-    public ExampleSimulationProgram(String newDescriptor)
-    {
-        descriptor = newDescriptor;
-        initialize();
+    private void initialize() {
+        initializeDisChannel();
+        initializeSimulationEntities();
+        setupGrids();
+        disChannel.join();
     }
-    /**
-     * Utility Constructor that allows your example simulation program to override default network address and port
-     * @param address network address to use
-     * @param port corresponding network port to use
+
+    /** 
+     * Initialize the DIS channel for communication, setting verbose output 
+     * for debugging and creating the PduFactory.
      */
-    public ExampleSimulationProgram(String address, int port)
-    {
-        disChannel.setNetworkAddress            (address);
-        disChannel.setNetworkPort               (port);
-        disChannel.setVerboseComments           (true);       // TODO rename library method to disambiguate CommentPDU
-                                                                            // TODO still seems really chatty... add silent mode?
-        disChannel.setVerboseDisNetworkInterface(true);  // Default false
-        disChannel.setVerbosePduRecorder        (true);       // default false
-        initialize();
-    }
-    
-    /** Initialize channel setup for OpenDis7 and report a test PDU
-     * @see initializeDisChannel
-     * @see initializeSimulationEntities */
-    private void initialize()
-    {
-        initializeDisChannel(); // must come first, uses PduFactory
-        
-        initializeSimulationEntities(); // set unchanging parameters
-        
-        disChannel.join(); // TODO further functionality expected
-        
-        String timeStepMessage = "Simulation timestep duration " + getSimulationTimeStepDuration() + " seconds";
-        disChannel.sendCommentPdu(simulationTimeSeconds, DisChannel.COMMENTPDU_SIMULATION_TIMESTEP, timeStepMessage);
-        // additional constructor initialization can go here
-    }
-    
-    /** Initialize channel setup for OpenDis7 and report a test PDU */
-    private void initializeDisChannel()
-    {
-        if (disChannel == null)
-            disChannel = new DisChannel();
-        else
-        {
-            disChannel.printlnTRACE ("*** warning, duplicate invocation of initializeDisChannel() ignored");
-            return;
-        }
-        pduFactory     = disChannel.getPduFactory();
-        disChannel.setDescriptor(this.getClass().getSimpleName()); // ExampleSimulationProgram might be a superclass
+    private void initializeDisChannel() {
+        disChannel = new DisChannel();
+        pduFactory = disChannel.getPduFactory();
+        disChannel.setDescriptor(this.getClass().getSimpleName());
         disChannel.setUpNetworkInterface();
-        disChannel.printlnTRACE ("just checking: disChannel.getNetworkAddress()=" + disChannel.getNetworkAddress() +
-                                                         ", getNetworkPort()="    + disChannel.getNetworkPort());
         disChannel.getDisNetworkInterface().setVerbose(true); // sending and receipt
-        disChannel.printlnTRACE ("just checking: hasVerboseSending()=" + disChannel.getDisNetworkInterface().hasVerboseSending() +
-                                              ", hasVerboseReceipt()=" + disChannel.getDisNetworkInterface().hasVerboseReceipt());
         disChannel.getPduRecorder().setVerbose(true);
-
-        // TODO confirm whether recorder is explicitly started by programmer (or not)
-        
-//      disChannel.sendCommentPdu(VariableRecordType.OTHER, "DisThreadedNetworkInterface.initializeDisChannel() complete"); // hello channel, debug
     }
-    
-    /** Get ready, get set... initialize simulation entities.  Who's who in the zoo?
-     */
-    public void initializeSimulationEntities()
-    {        
-        if (pduFactory == null)
-            pduFactory      = disChannel.getPduFactory();
-        entityStatePdu_1    = pduFactory.makeEntityStatePdu();
-        entityStatePdu_2    = pduFactory.makeEntityStatePdu();
-        firePdu_1a          = pduFactory.makeFirePdu();
-        firePdu_1b          = pduFactory.makeFirePdu();
-        munitionDescriptor1 = new MunitionDescriptor();
-        
-        // Your model setup: define participants.  who's who in this zoo?
-        // Assuming you keep track of entity objects...  here is some support for for Entity 1.
-        
-        // PDU objects are already declared and instances created, so now set their values.
-        // who is who in our big zoo, sufficient for global participation if we need it
-        entityID_1.setSiteID(1).setApplicationID(2).setEntityID(3); // made-up example ID;
-        disChannel.addEntity(entityID_1);
-        
-        entityID_2.setSiteID(1).setApplicationID(2).setEntityID(4); // made-up example ID; 
-        disChannel.addEntity(entityID_2);
-        // TODO someday, use enumerations for sites as part of a SimulationManager object; e.g. is there a unique site triplet for MOVES Institute?
 
-        entityStatePdu_1.setEntityID(entityID_1);
-        entityStatePdu_1.setForceId(ForceID.FRIENDLY);
-        entityStatePdu_1.setEntityType(new _001Poseidon());       // note import statement above
-//      entityStatePdu_1.setMarking("Entity #1");
-        entityStatePdu_1.setEntityType(new edu.nps.moves.dis7.entities.usa.platform.air.MV22B()); // note import statement at top
-        entityStatePdu_1.setMarking("Entity #53");
-        entityStatePdu_1.getMarkingString(); // use Netbeans Debug breakpoint here to check left justified...
+    /**
+     * Initialize simulation entities by creating PDUs for firing events.
+     */
+    private void initializeSimulationEntities() {
+        firePduPlayer1 = pduFactory.makeFirePdu();
+        firePduPlayer2 = pduFactory.makeFirePdu();
+    }
 
-        entityStatePdu_2.setEntityID(entityID_2);
-        entityStatePdu_2.setForceId(ForceID.OPPOSING);
-        entityStatePdu_2.setEntityType(new _002Triton()); // note import statement above
-        entityStatePdu_2.setMarking("Entity #2");
+    /**
+     * Set up the game grids for each player, marking empty water and ship positions.
+     */
+    private void setupGrids() {
+        // Initialize grids with empty water '~'
+        for (int i = 0; i < GRID_SIZE; i++) {
+            for (int j = 0; j < GRID_SIZE; j++) {
+                player1Grid[i][j] = '~';
+                player2Grid[i][j] = '~';
+            }
+        }
 
-        // TODO how should we customize this munition?  what are key parameters for your simulation? 
-        // more is needed here by scenario authors...
-        munitionDescriptor1.setQuantity(1);
-        firePdu_1a.setDescriptor(munitionDescriptor1).setRange(1000.0f);
+        // Place ships on the grids ('P' denotes a ship)
+        for (int[] ship : player1Ships) {
+            player1Grid[ship[0]][ship[1]] = 'P';
+        }
+        for (int[] ship : player2Ships) {
+            player2Grid[ship[0]][ship[1]] = 'P';
+        }
     }
-                 
+
     /**
      * This runSimulationLoops() method is for you, a customizable programmer-modifiable
      * code block for defining and running a new simulation of interest.
-     * 
-     * Welcome! Other parts of this program handle bookkeeping and plumbing tasks so that
-     * you can focus on your model entities and activities.
-     * Expandable support includes DIS EntityStatePdu, FirePdu and CommentPdu all available for 
-     * modification and sending in a simulation loop.
-     * Continuous improvement efforts seek to make this program as easy and straightforward
-     * as possible for DIS simulationists to use and adapt.
-     * All of the other methods are setup, teardown and configuration that you may find
-     * interesting, even helpful, but don't really have to worry about.
      */
-    @SuppressWarnings("SleepWhileInLoop") // yes we might do that
-    public void runSimulationLoops ()
-    {
-      try
-      {              
-        final int     SIMULATION_MAX_LOOP_COUNT = 10; // be deliberate out there!  also avoid infinite loops.
-              int     simulationLoopCount = 0;        // variable, initialized at 0
-              boolean simulationComplete = false;     // sentinel variable as termination condition, are we done yet?
-        
-        // TODO reset Clock Time for today's date and timestamp to zero, providing consistent outputs for each simulation run
-        String timeMessage = "Simulation time " + simulationTimeSeconds + " at LocalDateTime " + LocalDateTime.now();
-        disChannel.sendCommentPdu(simulationTimeSeconds, DisChannel.COMMENTPDU_TIME, timeMessage);
-        // TODO replace enumeration with disChannel.COMMENTPDU_TIME
-        // TODO fix VariableRecordType.TIME_AMP_DATE_VALID
-        
-        // ===================================================================================================
-        // loop the simulation while allowed, programmer can set additional conditions to break out and finish
-        while (simulationLoopCount < SIMULATION_MAX_LOOP_COUNT)  // are we done yet?
-        {
-            simulationLoopCount++; // good practice: increment loop counter as first action in that loop
-            
-            // =============================================================================================
-            // * your own simulation code starts here! *****************************************************
-            // =============================================================================================
-            
-            //  are there any other variables to modify at the beginning of your loop?
-            
-            // are your reading any DIS PDUs from the network?  check for them here
-            
-            // compute a track, update an ESPDU, whatever it is that your model is doing...
-            
-            // Where is my entity?  Insert changes in position; this sample only changes X position.
-            entityStatePdu_1.getEntityLocation().setX(entityStatePdu_1.getEntityLocation().getX() + 1.0); // 1m per timestep
-            
-            // decide whether to fire, and then update the firePdu.  Hmmm, you might want a target to shoot at!
-            
-            // etc. etc. your code goes here for your simulation of interest
-                
-            // something happens between my simulation entities, la de da de da...
-            System.out.println ("... My simulation just did something, no really...");
-            System.out.flush(); // make sure this arrives to user even if other threads somehow become deadlocked
-            
-            
-            // make your reports: narrative code for CommentPdu here (set all to empty strings to avoid sending)
-            narrativeMessage1 = "MV3500 ExampleSimulationProgram";
-            narrativeMessage2 = "runSimulation() loop " + simulationLoopCount;
-            narrativeMessage3 = ""; // intentionally blank for testing
+    public void runSimulationLoops() {
+        int turnCount = 0;
+        while (turnCount < MAX_TURNS) {
+            if (isPlayer1Turn) {
+                // Player 1 systematically searches Player 2's grid
+                int[] target = selectNextTargetForPlayer1();
+                handleFire(firePduPlayer1, player2Grid, target, "Player 1");
+            } else {
+                // Player 2 fires at Player 1 randomly
+                int[] target = selectRandomTarget();
+                handleFire(firePduPlayer2, player1Grid, target, "Player 2");
+            }
+
+            // Switch turns and increment turn counter
+            isPlayer1Turn = !isPlayer1Turn;
+            turnCount++;
 
-            // your loop termination condition goes here
-            if (simulationLoopCount > MAX_LOOP_COUNT) // for example
-            {
-                simulationComplete = true;
-            }      
-            // =============================================================================================
-            // * your own simulation code is finished here! ************************************************
-            // =============================================================================================
-            
-            // staying synchronized with timestep: wait duration for elapsed time in this loop
-            // Thread.sleep needs a (long) parameter for milliseconds, which are clumsy to use sometimes
-            Thread.sleep((long)(getSimulationTimeStepDuration() * 1000)); // units of seconds * (1000 msec/sec) = milliseconds
-            System.out.println ("... [Pausing for " + getSimulationTimeStepDuration() + " seconds]");
-            
-            // OK now send the status PDUs for this loop, and then continue
-            System.out.println ("... sending PDUs of interest for simulation step " + simulationLoopCount + ", monitor loopback to confirm sent");
-            System.out.flush();
-            
-            // TODO set timesteps in PDUs
-            
-            sendAllPdusForLoopTimestep(simulationTimeSeconds,
-                                       entityStatePdu_1, 
-                                            firePdu_1a, 
-                                         DisChannel.COMMENTPDU_APPLICATION_STATUS, 
-                                           narrativeMessage1, narrativeMessage2, narrativeMessage3);
-            disChannel.sendSinglePdu(simulationTimeSeconds, entityStatePdu_2); // me too i.e. 2!
-            
-            System.out.println ("... [PDUs of interest successfully sent for this loop]");
-            System.out.flush();
-            
-            // ===============================
-            // current loop now finished, check whether to terminate if simulation complete, otherwise continue
-            if (simulationComplete || (simulationLoopCount > 10000)) // for example; including fail-safe condition is good
-            {
-                System.out.println ("... [loop termination condition met, simulationComplete=" + simulationComplete + "]"); // ", final loopCount=" + loopCount + 
-                System.out.flush();
+            // Check for win conditions
+            if (checkWinCondition(player1Grid)) {
+                System.out.println("Player 2 wins!");
+                break;
+            } else if (checkWinCondition(player2Grid)) {
+                System.out.println("Player 1 wins!");
                 break;
             }
-            simulationTimeSeconds += getSimulationTimeStepDuration(); // good practice: increment simulationTime as lastst action in that loop
-                    
-        }   // end of simulation loop, continue until done
-        // ===================================================================================================// ===================================================================================================// ===================================================================================================// ===================================================================================================
 
-        narrativeMessage2 = "runSimulation() completed successfully"; // all done, so tell everyone else on the channel
-        // TODO better javadoc needs to be autogenerated for VariableRecordType enumerations
-        disChannel.sendCommentPdu(DisChannel.COMMENTPDU_NARRATIVE, narrativeMessage1, narrativeMessage2, narrativeMessage3);
-        System.out.println ("... [final=completion CommentPdu successfully sent for simulation]");
-        
-//        disChannel.getPduRecorder(). TODO record XML as well
-        disChannel.leave(); // embedded SimulationManager is expected to send appropriate PDUs for entity, application shutdown
-      } 
-      catch (InterruptedException iex) // handle any exception that your code might choose to provoke!
-      {
-        Logger.getLogger(ExampleSimulationProgram.class.getSimpleName()).log(Level.SEVERE, null, iex);
-      }
-    }
+            // Wait for the next simulation step
+            try {
+                Thread.sleep((long) (simulationTimeStepDuration * 1000)); // units of seconds * (1000 msec/sec) = milliseconds
+            } catch (InterruptedException iex) {
+                Logger.getLogger(ExampleSimulationProgram.class.getSimpleName()).log(Level.SEVERE, null, iex);
+            }
 
-    /**
-     * Send EntityState, Fire, Comment PDUs that got updated for this loop, reflecting state of current simulation timestep.
-     * @param simTimeSeconds simulation time in second, applied to PDU as timestamp
-     * @param entityStatePdu the ESPDU to send, if any
-     * @param firePdu        the FirePDU to send, if any
-     * @param commentType    enumeration value describing purpose of the narrative comment PDU
-     * @param comments       String array of narrative comments
-     * @see DisChannel
-//   * @see DisTime // TODO find renamed version
-     * @see <a href="https://docs.oracle.com/javase/tutorial/java/javaOO/arguments.html" target="_blank">Passing Information to a Method or a Constructor</a> Arbitrary Number of Arguments
-     */
-    public void sendAllPdusForLoopTimestep(double simTimeSeconds,
-                                   EntityStatePdu entityStatePdu,
-                                          FirePdu firePdu,
-                               VariableRecordType commentType,
-                                     // vararg... variable-length set of String comments can optionally follow
-                                        String... comments)
-    {
-        if (entityStatePdu != null)
-            disChannel.sendSinglePdu(simTimeSeconds, entityStatePdu);
-            
-        if (firePdu != null)
-            disChannel.sendSinglePdu(simTimeSeconds, firePdu); // bang
-        
-        disChannel.sendCommentPdu(simTimeSeconds, commentType, comments); // empty comments are filtered
+            // Increment simulation time
+            simulationTimeSeconds += simulationTimeStepDuration;
+        }
     }
-    
+
     /**
-     * Initial execution via main() method: handle args array of command-line initialization (CLI) arguments here
-     * @param args command-line parameters: network address and port
+     * Systematically select the next target for Player 1 in a row-by-row manner.
+     * @return the coordinates of the next target cell.
      */
-    protected void handleArguments (String[] args)
-    {
-        // initial execution: handle args array of initialization arguments here
-        if (args.length == 2) 
-        {
-            if ((args[0] != null) && !args[0].isEmpty())
-                thisProgram.disChannel.setNetworkAddress(args[0]);
-            if ((args[1] != null) && !args[1].isEmpty())
-                thisProgram.disChannel.setNetworkPort(Integer.parseInt(args[1]));
+    private int[] selectNextTargetForPlayer1() {
+        // Systematically select the next target in a row-by-row manner
+        int[] target = {player1SearchRow, player1SearchCol};
+
+        // Move to the next column
+        player1SearchCol++;
+        // If end of row is reached, move to the next row and reset column
+        if (player1SearchCol >= GRID_SIZE) {
+            player1SearchCol = 0;
+            player1SearchRow++;
         }
-        else if (args.length != 0) 
-        {
-            System.err.println("Usage: " + thisProgram.getClass().getSimpleName() + " [address port]");
-            System.exit(-1);
+
+        // Ensure search stays within grid bounds
+        if (player1SearchRow >= GRID_SIZE) {
+            player1SearchRow = 0; // Reset search if bounds are exceeded
         }
-    }
 
-    /**
-     * Get simple descriptor (such as parent class name) for this network interface, used in trace statements
-     * @return simple descriptor name
-     */
-    public String getDescriptor() {
-        return descriptor;
+        return target;
     }
 
     /**
-     * Set new simple descriptor (such as parent class name) for this network interface, used in trace statements
-     * @param newDescriptor simple descriptor name for this interface
+     * Randomly select a target on the grid for Player 2's turn.
+     * @return the coordinates of the randomly selected target cell.
      */
-    public void setDescriptor(String newDescriptor) {
-        if (newDescriptor == null)
-            newDescriptor = "";
-        this.descriptor = newDescriptor;
+    private int[] selectRandomTarget() {
+        int x = (int) (Math.random() * GRID_SIZE);
+        int y = (int) (Math.random() * GRID_SIZE);
+        return new int[]{x, y};
     }
 
     /**
-     * parameter accessor method
-     * @return the simulationTimeStepDuration in seconds
+     * Handles the firing action, checking if the target is a hit or miss, 
+     * updating the grid, and sending the appropriate PDU.
+     * @param firePdu the FirePdu object to use for the shot.
+     * @param grid the grid of the player being fired at.
+     * @param target the coordinates of the target cell.
+     * @param player the name of the player firing the shot.
      */
-    public double getSimulationTimeStepDuration() {
-        return simulationTimeStepDuration;
+    private void handleFire(FirePdu firePdu, char[][] grid, int[] target, String player) {
+        int x = target[0];
+        int y = target[1];
+
+        // Fire at the target position
+        firePdu.setDescriptor(munitionDescriptor1).setRange(100.0f); // Example fire properties
+
+        if (grid[x][y] == 'P') {
+            grid[x][y] = 'H'; // Hit
+            System.out.println(player + " hits a ship at (" + x + ", " + y + ")!");
+        } else if (grid[x][y] == '~') {
+            grid[x][y] = 'M'; // Miss
+            System.out.println(player + " misses at (" + x + ", " + y + ").");
+        } else {
+            System.out.println(player + " fires at (" + x + ", " + y + ") but it's already hit/missed.");
+        }
+
+        // Send the fire PDU to reflect the shot
+        disChannel.sendSinglePdu(simulationTimeSeconds, firePdu);
     }
 
     /**
-     * parameter accessor method
-     * @param timeStepDurationSeconds the simulationTimeStepDuration in seconds to set
+     * Checks the win condition by verifying if all ships on the grid have been hit.
+     * @param grid the grid to check.
+     * @return true if all ships are hit; false otherwise.
      */
-    public void setSimulationTimeStepDuration(double timeStepDurationSeconds) {
-        this.simulationTimeStepDuration = timeStepDurationSeconds;
+    private boolean checkWinCondition(char[][] grid) {
+        // Check if all ships have been hit
+        for (int i = 0; i < GRID_SIZE; i++) {
+            for (int j = 0; j < GRID_SIZE; j++) {
+                if (grid[i][j] == 'P') {
+                    return false; // There are still ships left
+                }
+            }
+        }
+        return true; // All ships have been hit
     }
-    
-    /** Locally instantiable copy of program, can be subclassed. */
-    protected static ExampleSimulationProgram thisProgram;
-  
+
     /**
      * Main method is first executed when a program instance is loaded.
-     * @see <a href="https://docs.oracle.com/javase/tutorial/getStarted/application/index.html" target="_blank">Java Tutorials: A Closer Look at the "Hello World!" Application</a>
      * @param args command-line parameters: network address and port.
      *    Command-line arguments are an array of optional String parameters that are passed from execution environment during invocation
      */
-    public static void main(String[] args)
-    {
-        thisProgram = new ExampleSimulationProgram("test constructor"); // create instance of self within static main() method
-        
-        thisProgram.disChannel.printlnTRACE("main() started...");
-        
-        thisProgram.handleArguments(args); // process any command-line invocation arguments
-
-        thisProgram.runSimulationLoops(); // ... your simulation execution code goes in there ...
-        
-        thisProgram.disChannel.tearDownNetworkInterface(); // make sure no processes are left lingering
-        
-        thisProgram.disChannel.printlnTRACE("complete."); // report successful completion
-        
-        System.exit(0); // ensure all threads and sockets released
+    public static void main(String[] args) {
+        ExampleSimulationProgram game = new ExampleSimulationProgram();
+        game.runSimulationLoops();
+        System.out.println("Game Over");
     }
 }
diff --git a/assignments/src/MV3500Cohort2024JulySeptember/homework3/Smith/ExampleSimulationProgramBattleShip.java b/assignments/src/MV3500Cohort2024JulySeptember/homework3/Smith/ExampleSimulationProgramBattleShip.java
deleted file mode 100644
index dd9344676f..0000000000
--- a/assignments/src/MV3500Cohort2024JulySeptember/homework3/Smith/ExampleSimulationProgramBattleShip.java
+++ /dev/null
@@ -1,241 +0,0 @@
-package MV3500Cohort2024JulySeptember.homework3.Smith;
-
-import edu.nps.moves.dis7.pdus.*;
-import edu.nps.moves.dis7.utilities.DisChannel;
-import edu.nps.moves.dis7.utilities.PduFactory;
-import java.util.logging.Level;
-import java.util.logging.Logger;
-
-/** The purpose of this inheritable class is to provide an easily modifiable 
- *  example simulation program that includes DIS-capable entities performing 
- *  tasks of interest, and then reporting activity via PDUs to the network.
- *  Default program initialization includes PDU recording turned on by default.
- */
-public class ExampleSimulationProgramBattleShip {
-
-    // Constants for the Battleship game
-    private static final int GRID_SIZE = 10; // 10x10 grid for Battleship
-    private static final int MAX_TURNS = 100; // Limit turns to avoid infinite games
-
-    // Grids for each player
-    private char[][] player1Grid = new char[GRID_SIZE][GRID_SIZE];
-    private char[][] player2Grid = new char[GRID_SIZE][GRID_SIZE];
-
-    // To track whose turn it is
-    private boolean isPlayer1Turn = true;
-
-    // Ship positions (simple example positions for each player's ships)
-    private final int[][] player1Ships = {{0, 0}, {0, 1}, {0, 2}}; // Positions for player 1's ships
-    private final int[][] player2Ships = {{5, 5}, {5, 6}, {5, 7}}; // Positions for player 2's ships
-
-    // DIS utilities
-    private String descriptor = this.getClass().getSimpleName();
-    protected DisChannel disChannel;
-    protected PduFactory pduFactory;
-    protected FirePdu firePduPlayer1;
-    protected FirePdu firePduPlayer2;
-    protected MunitionDescriptor munitionDescriptor1 = new MunitionDescriptor();
-
-    // Simulation time settings
-    private double simulationTimeStepDuration = 1.0; // seconds
-    private double simulationTimeSeconds = 0.0;
-
-    // Tracking indices for Player 1's systematic search
-    private int player1SearchRow = 0;
-    private int player1SearchCol = 0;
-
-    /**
-     * Constructor to create an instance of this class.
-     * Design goal: additional built-in initialization conveniences can go here
-     * to keep your efforts focused on the runSimulation() method.
-     */
-    public ExampleSimulationProgramBattleShip() {
-        initialize();
-    }
-
-    /** 
-     * Initialize the simulation program, setting up the DIS channel, 
-     * PDUs, and the Battleship game grids. 
-     */
-    private void initialize() {
-        initializeDisChannel();
-        initializeSimulationEntities();
-        setupGrids();
-        disChannel.join();
-    }
-
-    /** 
-     * Initialize the DIS channel for communication, setting verbose output 
-     * for debugging and creating the PduFactory.
-     */
-    private void initializeDisChannel() {
-        disChannel = new DisChannel();
-        pduFactory = disChannel.getPduFactory();
-        disChannel.setDescriptor(this.getClass().getSimpleName());
-        disChannel.setUpNetworkInterface();
-        disChannel.getDisNetworkInterface().setVerbose(true); // sending and receipt
-        disChannel.getPduRecorder().setVerbose(true);
-    }
-
-    /**
-     * Initialize simulation entities by creating PDUs for firing events.
-     */
-    private void initializeSimulationEntities() {
-        firePduPlayer1 = pduFactory.makeFirePdu();
-        firePduPlayer2 = pduFactory.makeFirePdu();
-    }
-
-    /**
-     * Set up the game grids for each player, marking empty water and ship positions.
-     */
-    private void setupGrids() {
-        // Initialize grids with empty water '~'
-        for (int i = 0; i < GRID_SIZE; i++) {
-            for (int j = 0; j < GRID_SIZE; j++) {
-                player1Grid[i][j] = '~';
-                player2Grid[i][j] = '~';
-            }
-        }
-
-        // Place ships on the grids ('P' denotes a ship)
-        for (int[] ship : player1Ships) {
-            player1Grid[ship[0]][ship[1]] = 'P';
-        }
-        for (int[] ship : player2Ships) {
-            player2Grid[ship[0]][ship[1]] = 'P';
-        }
-    }
-
-    /**
-     * This runSimulationLoops() method is for you, a customizable programmer-modifiable
-     * code block for defining and running a new simulation of interest.
-     */
-    public void runSimulationLoops() {
-        int turnCount = 0;
-        while (turnCount < MAX_TURNS) {
-            if (isPlayer1Turn) {
-                // Player 1 systematically searches Player 2's grid
-                int[] target = selectNextTargetForPlayer1();
-                handleFire(firePduPlayer1, player2Grid, target, "Player 1");
-            } else {
-                // Player 2 fires at Player 1 randomly
-                int[] target = selectRandomTarget();
-                handleFire(firePduPlayer2, player1Grid, target, "Player 2");
-            }
-
-            // Switch turns and increment turn counter
-            isPlayer1Turn = !isPlayer1Turn;
-            turnCount++;
-
-            // Check for win conditions
-            if (checkWinCondition(player1Grid)) {
-                System.out.println("Player 2 wins!");
-                break;
-            } else if (checkWinCondition(player2Grid)) {
-                System.out.println("Player 1 wins!");
-                break;
-            }
-
-            // Wait for the next simulation step
-            try {
-                Thread.sleep((long) (simulationTimeStepDuration * 1000)); // units of seconds * (1000 msec/sec) = milliseconds
-            } catch (InterruptedException iex) {
-                Logger.getLogger(ExampleSimulationProgram.class.getSimpleName()).log(Level.SEVERE, null, iex);
-            }
-
-            // Increment simulation time
-            simulationTimeSeconds += simulationTimeStepDuration;
-        }
-    }
-
-    /**
-     * Systematically select the next target for Player 1 in a row-by-row manner.
-     * @return the coordinates of the next target cell.
-     */
-    private int[] selectNextTargetForPlayer1() {
-        // Systematically select the next target in a row-by-row manner
-        int[] target = {player1SearchRow, player1SearchCol};
-
-        // Move to the next column
-        player1SearchCol++;
-        // If end of row is reached, move to the next row and reset column
-        if (player1SearchCol >= GRID_SIZE) {
-            player1SearchCol = 0;
-            player1SearchRow++;
-        }
-
-        // Ensure search stays within grid bounds
-        if (player1SearchRow >= GRID_SIZE) {
-            player1SearchRow = 0; // Reset search if bounds are exceeded
-        }
-
-        return target;
-    }
-
-    /**
-     * Randomly select a target on the grid for Player 2's turn.
-     * @return the coordinates of the randomly selected target cell.
-     */
-    private int[] selectRandomTarget() {
-        int x = (int) (Math.random() * GRID_SIZE);
-        int y = (int) (Math.random() * GRID_SIZE);
-        return new int[]{x, y};
-    }
-
-    /**
-     * Handles the firing action, checking if the target is a hit or miss, 
-     * updating the grid, and sending the appropriate PDU.
-     * @param firePdu the FirePdu object to use for the shot.
-     * @param grid the grid of the player being fired at.
-     * @param target the coordinates of the target cell.
-     * @param player the name of the player firing the shot.
-     */
-    private void handleFire(FirePdu firePdu, char[][] grid, int[] target, String player) {
-        int x = target[0];
-        int y = target[1];
-
-        // Fire at the target position
-        firePdu.setDescriptor(munitionDescriptor1).setRange(100.0f); // Example fire properties
-
-        if (grid[x][y] == 'P') {
-            grid[x][y] = 'H'; // Hit
-            System.out.println(player + " hits a ship at (" + x + ", " + y + ")!");
-        } else if (grid[x][y] == '~') {
-            grid[x][y] = 'M'; // Miss
-            System.out.println(player + " misses at (" + x + ", " + y + ").");
-        } else {
-            System.out.println(player + " fires at (" + x + ", " + y + ") but it's already hit/missed.");
-        }
-
-        // Send the fire PDU to reflect the shot
-        disChannel.sendSinglePdu(simulationTimeSeconds, firePdu);
-    }
-
-    /**
-     * Checks the win condition by verifying if all ships on the grid have been hit.
-     * @param grid the grid to check.
-     * @return true if all ships are hit; false otherwise.
-     */
-    private boolean checkWinCondition(char[][] grid) {
-        // Check if all ships have been hit
-        for (int i = 0; i < GRID_SIZE; i++) {
-            for (int j = 0; j < GRID_SIZE; j++) {
-                if (grid[i][j] == 'P') {
-                    return false; // There are still ships left
-                }
-            }
-        }
-        return true; // All ships have been hit
-    }
-
-    /**
-     * Main method is first executed when a program instance is loaded.
-     * @param args command-line parameters: network address and port.
-     *    Command-line arguments are an array of optional String parameters that are passed from execution environment during invocation
-     */
-    public static void main(String[] args) {
-        ExampleSimulationProgramBattleShip game = new ExampleSimulationProgramBattleShip();
-        game.runSimulationLoops();
-        System.out.println("Game Over");
-    }
-}
diff --git a/examples/src/UdpExamples/UnicastUdpSender.java b/examples/src/UdpExamples/UnicastUdpSender.java
index e7d4daf327..68cde3d0ad 100644
--- a/examples/src/UdpExamples/UnicastUdpSender.java
+++ b/examples/src/UdpExamples/UnicastUdpSender.java
@@ -27,13 +27,13 @@ public class UnicastUdpSender
     private static final String            MY_NAME = System.getProperty("user.name"); // guru incantation   8)
 //  public  static final int          SENDING_PORT = 1414; // not needed, can let system choose an open local port
     /** socket value of shared interest */
-    public  static final int              UDP_PORT = UnicastUdpReceiver.UDP_PORT; // 1415; ensure consistent
+    public  static final int              UDP_PORT = 1415;// ensure consistent
     private static final int TOTAL_PACKETS_TO_SEND = 100;
     
     /** socket value of shared interest */
-    public static  final String   DESTINATION_HOST = "localhost"; 
+    //public static  final String   DESTINATION_HOST = "localhost"; 
     // here is what we need for lab comms
-//  public static final String   DESTINATION_HOST = "10.1.105.16"; // localhost 127.0.0.1 or argon 10.1.105.1 or 10.1.105.1 or whatever
+    public static final String   DESTINATION_HOST = "127.0.0.1"; // localhost 127.0.0.1 or argon 10.1.105.1 or 10.1.105.1 or whatever
     
     /**
      * Program invocation, execution starts here
@@ -46,7 +46,7 @@ public class UnicastUdpSender
         DataOutputStream  dos = null;
         int   packetID = 0;     // counter variable to send in packet
         float    countdown = -1.0f; // unreachable value is good sentinel to ensure expected changes occur
-        String message = MY_NAME + " says Hello MV3500"; // no really
+        String message = MY_NAME + " says Hello Professor!"; // no really
         String padding = new String();
         
         try
diff --git a/examples/src/ViskitOpenDis7Examples/lib/Networked_Graphics_MV3500_examples.jar b/examples/src/ViskitOpenDis7Examples/lib/Networked_Graphics_MV3500_examples.jar
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