+#include "AttackGoal.hpp"
#include "BlobBackgroundTask.hpp"
#include "Goal.hpp"
#include "IdleGoal.hpp"
namespace blobs {
namespace creature {
+AttackGoal::AttackGoal(Creature &self, Creature &target)
+: Goal(self)
+, target(target)
+, damage_target(0.25)
+, damage_dealt(0.0)
+, cooldown(0.0) {
+}
+
+AttackGoal::~AttackGoal() {
+}
+
+std::string AttackGoal::Describe() const {
+ return "attack " + target.Name();
+}
+
+void AttackGoal::Tick(double dt) {
+ cooldown -= dt;
+}
+
+void AttackGoal::Action() {
+ if (target.Dead() || !GetCreature().PerceptionTest(target.GetSituation().Position())) {
+ SetComplete();
+ return;
+ }
+ const glm::dvec3 diff(GetSituation().Position() - target.GetSituation().Position());
+ const double hit_range = GetCreature().Size() * 0.5 * GetCreature().DexertyFactor();
+ const double hit_dist = hit_range + (0.5 * GetCreature().Size()) + 0.5 * (target.Size());
+ if (GetStats().Damage().Critical()) {
+ // flee
+ GetSteering().Pass(diff * 5.0);
+ GetSteering().DontSeparate();
+ GetSteering().Haste(1.0);
+ } else if (glm::length2(diff) > hit_dist * hit_dist) {
+ // full throttle chase
+ GetSteering().Pass(target.GetSituation().Position());
+ GetSteering().DontSeparate();
+ GetSteering().Haste(1.0);
+ } else {
+ // attack
+ GetSteering().Halt();
+ GetSteering().DontSeparate();
+ GetSteering().Haste(1.0);
+ if (cooldown <= 0.0) {
+ constexpr double impulse = 0.05;
+ const double force = GetCreature().Strength();
+ const double damage =
+ force * impulse
+ * (GetCreature().GetComposition().TotalDensity() / target.GetComposition().TotalDensity())
+ * (GetCreature().Mass() / target.Mass())
+ / target.Mass();
+ GetCreature().DoWork(force * impulse * glm::length(diff));
+ target.Hurt(damage);
+ target.GetSituation().Accelerate(glm::normalize(diff) * force * -impulse);
+ damage_dealt += damage;
+ if (damage_dealt >= damage_target || target.Dead()) {
+ SetComplete();
+ if (target.Dead()) {
+ GetCreature().GetSimulation().Log() << GetCreature().Name()
+ << " killed " << target.Name() << std::endl;
+ }
+ }
+ cooldown = 1.0 + (4.0 * (1.0 - GetCreature().DexertyFactor()));
+ }
+ }
+}
+
+void AttackGoal::OnBackground() {
+ // abort if something more important comes up
+ SetComplete();
+}
+
+
BlobBackgroundTask::BlobBackgroundTask(Creature &c)
: Goal(c)
, breathing(false)
// TODO: derive breathing ability
int gas = Assets().data.resources["air"].id;
// TODO: check if in compatible atmosphere
- double amount = GetCreature().GetStats().Breath().gain * -(1.0 + GetCreature().ExhaustionFactor());
- GetCreature().GetStats().Breath().Add(amount * dt);
+ double amount = GetStats().Breath().gain * -(1.0 + GetCreature().ExhaustionFactor());
+ GetStats().Breath().Add(amount * dt);
// maintain ~1% gas composition
double gas_amount = GetCreature().GetComposition().Get(gas);
if (gas_amount < GetCreature().GetComposition().TotalMass() * 0.01) {
double add = std::min(GetCreature().GetComposition().TotalMass() * 0.025 - gas_amount, -amount * dt);
GetCreature().Ingest(gas, add);
}
- if (GetCreature().GetStats().Breath().Empty()) {
+ if (GetStats().Breath().Empty()) {
breathing = false;
}
}
}
void BlobBackgroundTask::CheckStats() {
- Creature::Stats &stats = GetCreature().GetStats();
+ Creature::Stats &stats = GetStats();
if (!breathing && stats.Breath().Bad()) {
breathing = true;
drink_subtask = new IngestGoal(GetCreature(), stats.Thirst());
for (const auto &cmp : GetCreature().GetComposition()) {
if (Assets().data.resources[cmp.resource].state == world::Resource::LIQUID) {
- drink_subtask->Accept(cmp.resource, 1.0);
+ double value = cmp.value / GetCreature().GetComposition().TotalMass();
+ drink_subtask->Accept(cmp.resource, value);
+ for (const auto &compat : Assets().data.resources[cmp.resource].compatibility) {
+ if (Assets().data.resources[compat.first].state == world::Resource::LIQUID) {
+ drink_subtask->Accept(compat.first, value * compat.second);
+ }
+ }
}
}
drink_subtask->WhenComplete([&](Goal &) { drink_subtask = nullptr; });
eat_subtask = new IngestGoal(GetCreature(), stats.Hunger());
for (const auto &cmp : GetCreature().GetComposition()) {
if (Assets().data.resources[cmp.resource].state == world::Resource::SOLID) {
- eat_subtask->Accept(cmp.resource, 1.0);
+ double value = cmp.value / GetCreature().GetComposition().TotalMass();
+ eat_subtask->Accept(cmp.resource, value);
+ for (const auto &compat : Assets().data.resources[cmp.resource].compatibility) {
+ if (Assets().data.resources[compat.first].state == world::Resource::SOLID) {
+ eat_subtask->Accept(compat.first, value * compat.second);
+ }
+ }
}
}
eat_subtask->WhenComplete([&](Goal &) { eat_subtask = nullptr; });
GetCreature().AddGoal(std::unique_ptr<Goal>(eat_subtask));
}
-
- // when in bad shape, don't make much effort
- if (stats.Damage().Bad() || stats.Exhaustion().Bad() || stats.Fatigue().Critical()) {
- GetCreature().GetSteering().DontSeparate();
- } else {
- GetCreature().GetSteering().ResumeSeparate();
- }
}
void BlobBackgroundTask::CheckSplit() {
Goal::~Goal() noexcept {
}
-Situation &Goal::GetSituation() noexcept {
- return c.GetSituation();
-}
-
-const Situation &Goal::GetSituation() const noexcept {
- return c.GetSituation();
-}
-
-Steering &Goal::GetSteering() noexcept {
- return c.GetSteering();
-}
-
-const Steering &Goal::GetSteering() const noexcept {
- return c.GetSteering();
-}
-
app::Assets &Goal::Assets() noexcept {
return c.GetSimulation().Assets();
}
}
void IdleGoal::Action() {
- // use boredom as chance per minute
- if (Random().UNorm() < GetCreature().GetStats().Boredom().value * (1.0 / 3600.0)) {
+ // when in bad shape, don't make much effort
+ if (GetStats().Damage().Bad() || GetStats().Exhaustion().Bad() || GetStats().Fatigue().Critical()) {
+ GetSteering().DontSeparate();
+ } else {
+ GetSteering().ResumeSeparate();
+ }
+
+ // use boredom as chance per 30s
+ if (Random().UNorm() < GetStats().Boredom().value * (1.0 / 1800.0)) {
PickActivity();
}
}
IngestGoal::IngestGoal(Creature &c, Creature::Stat &stat)
: Goal(c)
, stat(stat)
-, accept()
+, accept(Assets().data.resources)
, locate_subtask(nullptr)
, ingesting(false)
, resource(-1)
}
if (ingesting) {
if (OnSuitableTile() && !GetSituation().Moving()) {
- // TODO: determine satisfaction factor
GetCreature().Ingest(resource, yield * dt);
- stat.Add(-1.0 * yield * dt);
+ stat.Add(-1.0 * yield * GetCreature().GetComposition().Compatibility(resource) * dt);
if (stat.Empty()) {
SetComplete();
}
for (const auto &c : accept) {
locate_subtask->Accept(c.resource, c.value);
}
+ locate_subtask->SetMinimum(stat.gain * -1.1);
locate_subtask->Urgency(Urgency() + 0.1);
locate_subtask->WhenComplete([&](Goal &){ locate_subtask = nullptr; });
GetCreature().AddGoal(std::unique_ptr<Goal>(locate_subtask));
}
bool IngestGoal::OnSuitableTile() {
- if (!GetSituation().OnSurface()) {
+ if (!GetSituation().OnGround()) {
return false;
}
const world::TileType &t = GetSituation().GetTileType();
LocateResourceGoal::LocateResourceGoal(Creature &c)
: Goal(c)
-, accept()
+, accept(Assets().data.resources)
, found(false)
, target_pos(0.0)
, searching(false)
-, reevaluate(0.0) {
+, reevaluate(0.0)
+, minimum(0.0) {
}
LocateResourceGoal::~LocateResourceGoal() noexcept {
if (!searching) {
LocateResource();
} else {
- double dist = glm::length2(GetSituation().Position() - target_pos);
- if (dist < 0.0001) {
+ if (OnTarget()) {
searching = false;
LocateResource();
} else {
GetSteering().GoTo(target_pos);
}
}
- } else if (NearTarget()) {
+ } else if (OnTarget()) {
GetSteering().Halt();
if (!GetSituation().Moving()) {
SetComplete();
} else {
// go find somewhere else
SearchVicinity();
+ if (!found) {
+ Remember();
+ if (!found) {
+ RandomWalk();
+ }
+ }
}
} else {
// well, what now?
const world::Planet &planet = GetSituation().GetPlanet();
const glm::dvec3 &pos = GetSituation().Position();
const glm::dvec3 normal(planet.NormalAt(pos));
- const glm::dvec3 step_x(glm::normalize(glm::cross(normal, glm::dvec3(normal.z, normal.x, normal.y))));
- const glm::dvec3 step_y(glm::normalize(glm::cross(step_x, normal)));
+ const glm::dvec3 step_x(glm::normalize(glm::cross(normal, glm::dvec3(normal.z, normal.x, normal.y))) * (GetCreature().PerceptionOmniRange() * 0.7));
+ const glm::dvec3 step_y(glm::normalize(glm::cross(step_x, normal)) * (GetCreature().PerceptionOmniRange() * 0.7));
- constexpr int search_radius = 2;
- double rating[2 * search_radius + 1][2 * search_radius + 1] = {0};
+ const int search_radius = int(GetCreature().PerceptionRange() / (GetCreature().PerceptionOmniRange() * 0.7));
+ double rating[2 * search_radius + 1][2 * search_radius + 1];
+ std::memset(rating, '\0', (2 * search_radius + 1) * (2 * search_radius + 1) * sizeof(double));
// find close and rich field
for (int y = -search_radius; y < search_radius + 1; ++y) {
const world::TileType &type = planet.TileTypeAt(tpos);
auto yield = type.FindBestResource(accept);
if (yield != type.resources.cend()) {
- // TODO: subtract minimum yield
rating[y + search_radius][x + search_radius] = yield->ubiquity * accept.Get(yield->resource);
// penalize distance
- double dist = std::max(0.125, 0.25 * glm::length(tpos - pos));
+ double dist = std::max(0.125, 0.25 * glm::length2(tpos - pos));
rating[y + search_radius][x + search_radius] /= dist;
}
}
}
}
- if (best_rating > 0.0) {
+ if (best_rating > minimum) {
found = true;
searching = false;
target_pos = glm::normalize(pos + (double(best_pos.x) * step_x) + (double(best_pos.y) * step_y)) * planet.Radius();
GetSteering().GoTo(target_pos);
- } else if (!searching) {
- found = false;
- searching = true;
- target_pos = GetSituation().Position();
- target_pos += Random().SNorm() * step_x;
- target_pos += Random().SNorm() * step_y;
- // bias towards current heading
- target_pos += GetSituation().Heading() * 1.5;
- target_pos = glm::normalize(target_pos) * planet.Radius();
+ }
+}
+
+void LocateResourceGoal::Remember() {
+ glm::dvec3 pos(0.0);
+ if (GetCreature().GetMemory().RememberLocation(accept, pos)) {
+ found = true;
+ searching = false;
+ target_pos = pos;
GetSteering().GoTo(target_pos);
}
}
-bool LocateResourceGoal::NearTarget() const noexcept {
+void LocateResourceGoal::RandomWalk() {
+ if (searching) {
+ return;
+ }
+
+ const world::Planet &planet = GetSituation().GetPlanet();
+ const glm::dvec3 &pos = GetSituation().Position();
+ const glm::dvec3 normal(planet.NormalAt(pos));
+ const glm::dvec3 step_x(glm::normalize(glm::cross(normal, glm::dvec3(normal.z, normal.x, normal.y))));
+ const glm::dvec3 step_y(glm::normalize(glm::cross(step_x, normal)));
+
+ found = false;
+ searching = true;
+ target_pos = GetSituation().Position();
+ target_pos += Random().SNorm() * 3.0 * step_x;
+ target_pos += Random().SNorm() * 3.0 * step_y;
+ // bias towards current heading
+ target_pos += GetSituation().Heading() * 1.5;
+ target_pos = glm::normalize(target_pos) * planet.Radius();
+ GetSteering().GoTo(target_pos);
+}
+
+bool LocateResourceGoal::OnTarget() const noexcept {
const Situation &s = GetSituation();
- return s.OnSurface() && glm::length2(s.Position() - target_pos) < 0.5;
+ return s.OnGround() && glm::length2(s.Position() - target_pos) < 0.0001;
}