+void LocateResourceGoal::SearchVicinity() {
+ const world::Planet &planet = GetSituation().GetPlanet();
+ int srf = GetSituation().Surface();
+ const glm::dvec3 &pos = GetSituation().Position();
+
+ glm::ivec2 loc = planet.SurfacePosition(srf, pos);
+ glm::ivec2 seek_radius(2);
+ glm::ivec2 begin(glm::max(glm::ivec2(0), loc - seek_radius));
+ glm::ivec2 end(glm::min(glm::ivec2(planet.SideLength()), loc + seek_radius + glm::ivec2(1)));
+
+ double rating[end.y - begin.y][end.x - begin.x];
+ std::memset(rating, 0, sizeof(double) * (end.y - begin.y) * (end.x - begin.x));
+
+ // find close and rich field
+ for (int y = begin.y; y < end.y; ++y) {
+ for (int x = begin.x; x < end.x; ++x) {
+ const world::TileType &type = planet.TypeAt(srf, x, y);
+ auto yield = type.FindResource(res);
+ if (yield != type.resources.cend()) {
+ // TODO: subtract minimum yield
+ rating[y - begin.y][x - begin.x] = yield->ubiquity;
+ double dist = std::max(0.125, 0.25 * glm::length(planet.TileCenter(srf, x, y) - pos));
+ rating[y - begin.y][x - begin.x] /= dist;
+ }
+ }
+ }
+
+ // demote crowded tiles
+ for (auto &c : planet.Creatures()) {
+ if (&*c == &GetCreature()) continue;
+ if (c->GetSituation().Surface() != srf) continue;
+ glm::ivec2 coords(c->GetSituation().SurfacePosition());
+ if (coords.x < begin.x || coords.x >= end.x) continue;
+ if (coords.y < begin.y || coords.y >= end.y) continue;
+ rating[coords.y - begin.y][coords.x - begin.x] *= 0.9;
+ }
+
+ glm::ivec2 best_pos(0);
+ double best_rating = -1.0;
+
+ for (int y = begin.y; y < end.y; ++y) {
+ for (int x = begin.x; x < end.x; ++x) {
+ if (rating[y - begin.y][x - begin.x] > best_rating) {
+ best_pos = glm::ivec2(x, y);
+ best_rating = rating[y - begin.y][x - begin.x];
+ }
+ }
+ }
+
+ if (best_rating) {
+ found = true;
+ searching = false;
+ target_pos = planet.TileCenter(srf, best_pos.x, best_pos.y);
+ target_srf = srf;
+ target_tile = best_pos;
+ GetSteering().GoTo(target_pos);
+ } else if (!searching) {
+ found = false;
+ searching = true;
+ target_pos = GetSituation().Position();
+ target_pos[(srf + 0) % 3] += Assets().random.SNorm();
+ target_pos[(srf + 1) % 3] += Assets().random.SNorm();
+ // bias towards current direction
+ target_pos += glm::normalize(GetSituation().Velocity()) * 0.5;
+ target_pos = clamp(target_pos, -planet.Radius(), planet.Radius());
+ GetSteering().GoTo(target_pos);
+ }
+}
+
+bool LocateResourceGoal::OnTargetTile() const noexcept {
+ const Situation &s = GetSituation();
+ return s.OnSurface()
+ && s.Surface() == target_srf
+ && s.OnTile()
+ && s.SurfacePosition() == target_tile;
+}
+