X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fcreature%2Fcreature.cpp;h=72d0b3f348e3c548ba55f6dcc00c52c6694408af;hb=00f55d5b55ff993d2516f00f8d635887562983c7;hp=66931e921f58d06e5c227d1b3035f697203886d4;hpb=7c0cb00fac415d393fc3c3397caeb97e31235e69;p=blobs.git diff --git a/src/creature/creature.cpp b/src/creature/creature.cpp index 66931e9..72d0b3f 100644 --- a/src/creature/creature.cpp +++ b/src/creature/creature.cpp @@ -1,68 +1,594 @@ +#include "Composition.hpp" #include "Creature.hpp" +#include "Genome.hpp" +#include "Memory.hpp" +#include "NameGenerator.hpp" #include "Situation.hpp" +#include "Steering.hpp" -#include "InhaleNeed.hpp" -#include "IngestNeed.hpp" -#include "Need.hpp" +#include "BlobBackgroundTask.hpp" +#include "Goal.hpp" +#include "IdleGoal.hpp" #include "../app/Assets.hpp" +#include "../math/const.hpp" +#include "../ui/string.hpp" #include "../world/Body.hpp" #include "../world/Planet.hpp" +#include "../world/Simulation.hpp" #include "../world/TileType.hpp" +#include +#include #include +#include #include +#include namespace blobs { namespace creature { -Creature::Creature() -: name() -, health(1.0) -, needs() +Composition::Composition(const world::Set &resources) +: resources(resources) +, components() +, total_mass(0.0) +, state_mass{0.0} { +} + +Composition::~Composition() { +} + +namespace { +bool CompositionCompare(const Composition::Component &a, const Composition::Component &b) { + return b.value < a.value; +} +} + +void Composition::Add(int res, double amount) { + bool found = false; + for (auto c = components.begin(); c != components.end(); ++c) { + if (c->resource == res) { + c->value += amount; + if (c->value <= 0.0) { + amount += c->value; + components.erase(c); + } + found = true; + break; + } + } + if (!found && amount > 0.0) { + components.emplace_back(res, amount); + } + std::sort(components.begin(), components.end(), CompositionCompare); + state_mass[resources[res].state] += amount; + total_mass += amount; +} + +bool Composition::Has(int res) const noexcept { + for (auto &c : components) { + if (c.resource == res) { + return true; + } + } + return false; +} + +double Composition::Get(int res) const noexcept { + for (auto &c : components) { + if (c.resource == res) { + return c.value; + } + } + return 0.0; +} + +double Composition::Proportion(int res) const noexcept { + return Get(res) / TotalMass(); +} + +double Composition::StateProportion(int res) const noexcept { + return Get(res) / StateMass(resources[res].state); +} + +double Composition::Compatibility(int res) const noexcept { + if (Has(res)) { + return StateProportion(res); + } + double max_compat = -1.0; + double min_compat = 1.0; + for (const auto &c : components) { + double prop = c.value / StateMass(resources[res].state); + for (const auto &compat : resources[c.resource].compatibility) { + double value = compat.second * prop; + if (value > max_compat) { + max_compat = value; + } + if (value < min_compat) { + min_compat = value; + } + } + } + if (min_compat < 0.0) { + return min_compat; + } else { + return max_compat; + } +} + + +Creature::Creature(world::Simulation &sim) +: sim(sim) +, name() +, genome() +, properties() +, composition(sim.Resources()) +, base_color(1.0) +, highlight_color(0.0, 0.0, 0.0, 1.0) +, mass(1.0) +, size(1.0) +, birth(sim.Time()) +, death(-1.0) +, on_death() +, removable(false) +, parents() +, stats() +, memory(*this) +, bg_task() +, goals() , situation() +, steering(*this) , vao() { + sim.SetAlive(this); + // all creatures avoid each other for now + steering.Separate(0.1, 1.5); } Creature::~Creature() { } -void Creature::Hurt(double dt) noexcept { - health = std::max(0.0, health - dt); +void Creature::AddMass(int res, double amount) { + composition.Add(res, amount); + double nonsolid = 0.0; + double volume = 0.0; + for (const auto &c : composition) { + volume += c.value / sim.Resources()[c.resource].density; + if (sim.Resources()[c.resource].state != world::Resource::SOLID) { + nonsolid += c.value; + } + } + Mass(composition.TotalMass()); + Size(std::cbrt(volume)); + highlight_color.a = nonsolid / composition.TotalMass(); +} + +void Creature::HighlightColor(const glm::dvec3 &c) noexcept { + highlight_color = glm::dvec4(c, highlight_color.a); +} + +void Creature::Ingest(int res, double amount) noexcept { + if (sim.Resources()[res].state == world::Resource::SOLID) { + // 30% of solids stays in body + AddMass(res, amount * 0.3 * composition.Compatibility(res)); + } else { + // 5% of fluids stays in body + AddMass(res, amount * 0.05 * composition.Compatibility(res)); + } + math::GaloisLFSR &random = sim.Assets().random; + if (random.UNorm() < AdaptChance()) { + // change color to be slightly more like resource + glm::dvec3 color(rgb2hsl(sim.Resources()[res].base_color)); + // solids affect base color, others highlight + double p = sim.Resources()[res].state == world::Resource::SOLID ? 0 : 1; + double q = random.UInt(3); // hue, sat, or val + double r = random.UInt(2); // mean or deviation + math::Distribution *d = nullptr; + double ref = 0.0; + if (p == 0) { + if (q == 0) { + d = &genome.base_hue; + ref = color.x; + } else if (q == 1) { + d = &genome.base_saturation; + ref = color.y; + } else { + d = &genome.base_lightness; + ref = color.z; + } + } else { + if (q == 0) { + d = &genome.highlight_hue; + ref = color.x; + } else if (q == 1) { + d = &genome.highlight_saturation; + ref = color.y; + } else { + d = &genome.highlight_lightness; + ref = color.z; + } + } + if (r == 0) { + double diff = ref - d->Mean(); + if (q == 0) { + if (diff < -0.5) { + diff += 1.0; + } else if (diff > 0.5) { + diff -= 1.0; + } + // move ±15% of distance + d->Mean(std::fmod(d->Mean() + diff * random.SNorm() * 0.15, 1.0)); + } else { + d->Mean(glm::clamp(d->Mean() + diff * random.SNorm() * 0.15, 0.0, 1.0)); + } + } else { + // scale by ±15%, enforce bounds + d->StandardDeviation(glm::clamp(d->StandardDeviation() * (1.0 + random.SNorm() * 0.15), 0.0001, 0.5)); + } + } +} + +void Creature::DoWork(double amount) noexcept { + stats.Exhaustion().Add(amount / (Stamina() + 1.0)); + // burn resources proportional to composition + // factor = 1/total * 1/efficiency * amount * -1 + double factor = -amount / (composition.TotalMass() * EnergyEfficiency()); + // make a copy to total remains constant and + // no entries disappear during iteration + Composition comp(composition); + for (auto &cmp : comp) { + double value = cmp.value * factor * sim.Resources()[cmp.resource].inverse_energy; + AddMass(cmp.resource, value); + } + // doing work improves strength a little + properties.Strength() += amount * 0.0001; +} + +void Creature::Hurt(double amount) noexcept { + stats.Damage().Add(amount); + if (stats.Damage().Full()) { + Die(); + } +} + +void Creature::Die() noexcept { + if (Dead()) return; + + if (stats.Damage().Full()) { + std::ostream &log = sim.Log() << name << " "; + if (stats.Exhaustion().Full()) { + log << "died of exhaustion"; + } else if (stats.Breath().Full()) { + log << "suffocated"; + } else if (stats.Thirst().Full()) { + log << "died of thirst"; + } else if (stats.Hunger().Full()) { + log << "starved to death"; + } else { + log << "succumed to wounds"; + } + log << " at an age of " << ui::TimeString(Age()) + << " (" << ui::PercentageString(Age() / properties.Lifetime()) + << " of life expectancy of " << ui::TimeString(properties.Lifetime()) + << ")" << std::endl; + } + + sim.SetDead(this); + death = sim.Time(); + steering.Off(); + if (on_death) { + on_death(*this); + } + Remove(); +} + +bool Creature::Dead() const noexcept { + return death > birth; +} + +void Creature::Remove() noexcept { + removable = true; +} + +void Creature::Removed() noexcept { + bg_task.reset(); + goals.clear(); + memory.Erase(); + KillVAO(); +} + +void Creature::AddParent(Creature &p) { + parents.push_back(&p); +} + +double Creature::Age() const noexcept { + return Dead() ? death - birth : sim.Time() - birth; +} + +double Creature::AgeFactor(double peak) const noexcept { + // shifted inverse hermite, y = 1 - (3t² - 2t³) with t = normalized age - peak + // goes negative below -0.5 and starts to rise again above 1.0 + double t = glm::clamp((Age() / properties.Lifetime()) - peak, -0.5, 1.0); + // guarantee at least 1% + return std::max(0.01, 1.0 - (3.0 * t * t) + (2.0 * t * t * t)); +} + +double Creature::EnergyEfficiency() const noexcept { + return 0.25 * AgeFactor(0.05); +} + +double Creature::ExhaustionFactor() const noexcept { + return 1.0 - (glm::smoothstep(0.5, 1.0, stats.Exhaustion().value) * 0.5); +} + +double Creature::FatigueFactor() const noexcept { + return 1.0 - (glm::smoothstep(0.5, 1.0, stats.Fatigue().value) * 0.5); +} + +double Creature::Strength() const noexcept { + // TODO: replace all age factors with actual growth and decay + return properties.Strength() * ExhaustionFactor() * AgeFactor(0.25); +} + +double Creature::StrengthFactor() const noexcept { + return Strength() / (Strength() + 1.0); +} + +double Creature::Stamina() const noexcept { + return properties.Stamina() * ExhaustionFactor() * AgeFactor(0.25); +} + +double Creature::StaminaFactor() const noexcept { + return Stamina() / (Stamina() + 1.0); +} + +double Creature::Dexerty() const noexcept { + return properties.Dexerty() * ExhaustionFactor() * AgeFactor(0.25); +} + +double Creature::DexertyFactor() const noexcept { + return Dexerty() / (Dexerty() + 1.0); +} + +double Creature::Intelligence() const noexcept { + return properties.Intelligence() * FatigueFactor() * AgeFactor(0.25); +} + +double Creature::IntelligenceFactor() const noexcept { + return Intelligence() / (Intelligence() + 1.0); +} + +double Creature::Lifetime() const noexcept { + return properties.Lifetime(); +} + +double Creature::Fertility() const noexcept { + return properties.Fertility() * AgeFactor(0.25); +} + +double Creature::Mutability() const noexcept { + return properties.Mutability(); +} + +double Creature::Adaptability() const noexcept { + return properties.Adaptability(); +} + +double Creature::OffspringMass() const noexcept { + return properties.OffspringMass(); +} + +double Creature::PerceptionRange() const noexcept { + return 3.0 * DexertyFactor() + Size(); +} + +double Creature::PerceptionOmniRange() const noexcept { + return 0.5 * DexertyFactor() + Size(); +} + +double Creature::PerceptionField() const noexcept { + // this is the cosine of half the angle, so 1.0 is none, -1.0 is perfect + return 0.8 - DexertyFactor(); +} + +bool Creature::PerceptionTest(const glm::dvec3 &p) const noexcept { + const glm::dvec3 diff(p - situation.Position()); + double omni_range = PerceptionOmniRange(); + if (glm::length2(diff) < omni_range * omni_range) return true; + double range = PerceptionRange(); + if (glm::length2(diff) > range * range) return false; + return glm::dot(glm::normalize(diff), situation.Heading()) > PerceptionField(); +} + +double Creature::OffspringChance() const noexcept { + return AgeFactor(0.25) * properties.Fertility() * (1.0 / 3600.0); +} + +double Creature::MutateChance() const noexcept { + return GetProperties().Mutability() * (1.0 / 3600.0); +} + +double Creature::AdaptChance() const noexcept { + return GetProperties().Adaptability() * (1.0 / 120.0); +} + +void Creature::AddGoal(std::unique_ptr &&g) { + g->Enable(); + if (goals.empty()) { + g->SetForeground(); + } + goals.emplace_back(std::move(g)); +} + +namespace { + +bool GoalCompare(const std::unique_ptr &a, const std::unique_ptr &b) { + return b->Urgency() < a->Urgency(); +} + } void Creature::Tick(double dt) { - // update needs - for (auto &need : needs) { - need->Tick(dt); + TickState(dt); + TickStats(dt); + TickBrain(dt); +} + +void Creature::TickState(double dt) { + steering.MaxSpeed(Dexerty()); + steering.MaxForce(Strength()); + Situation::State state(situation.GetState()); + Situation::Derivative a(Step(Situation::Derivative(), 0.0)); + Situation::Derivative b(Step(a, dt * 0.5)); + Situation::Derivative c(Step(b, dt * 0.5)); + Situation::Derivative d(Step(c, dt)); + Situation::Derivative f( + (1.0 / 6.0) * (a.vel + 2.0 * (b.vel + c.vel) + d.vel), + (1.0 / 6.0) * (a.acc + 2.0 * (b.acc + c.acc) + d.acc) + ); + state.pos += f.vel * dt; + state.vel += f.acc * dt; + situation.EnforceConstraints(state); + if (glm::length2(state.vel) > 0.000001) { + glm::dvec3 nvel(glm::normalize(state.vel)); + double ang = glm::angle(nvel, state.dir); + double turn_rate = PI * 0.75 * dt; + if (ang < turn_rate) { + state.dir = glm::normalize(state.vel); + } else if (std::abs(ang - PI) < 0.001) { + state.dir = glm::rotate(state.dir, turn_rate, situation.GetPlanet().NormalAt(state.pos)); + } else { + state.dir = glm::rotate(state.dir, turn_rate, glm::normalize(glm::cross(state.dir, nvel))); + } + } + situation.SetState(state); + // work is force times distance + DoWork(glm::length(f.acc) * Mass() * glm::length(f.vel) * dt); +} + +Situation::Derivative Creature::Step(const Situation::Derivative &ds, double dt) const noexcept { + Situation::State s = situation.GetState(); + s.pos += ds.vel * dt; + s.vel += ds.acc * dt; + glm::dvec3 force(steering.Force(s)); + // gravity = antinormal * mass * Gm / r² + double elevation = situation.GetPlanet().DistanceAt(s.pos); + glm::dvec3 normal(situation.GetPlanet().NormalAt(s.pos)); + force += glm::dvec3( + -normal + * Mass() * situation.GetPlanet().GravitationalParameter() + / (elevation * elevation)); + // if net force is applied and in contact with surface + if (!allzero(force) && std::abs(std::abs(elevation) - situation.GetPlanet().Radius()) < 0.001) { + // apply friction = -|normal force| * tangential force * coefficient + glm::dvec3 fn(normal * glm::dot(force, normal)); + glm::dvec3 ft(force - fn); + double u = 0.4; + glm::dvec3 friction(-glm::length(fn) * ft * u); + force += friction; + } + return { + s.vel, + force / Mass() + }; +} + +void Creature::TickStats(double dt) { + for (auto &s : stats.stat) { + s.Add(s.gain * dt); + } + // TODO: damage values depending on properties + if (stats.Breath().Full()) { + constexpr double dps = 1.0 / 4.0; + Hurt(dps * dt); + } + if (stats.Thirst().Full()) { + constexpr double dps = 1.0 / 32.0; + Hurt(dps * dt); + } + if (stats.Hunger().Full()) { + constexpr double dps = 1.0 / 128.0; + Hurt(dps * dt); } + if (!situation.Moving()) { + // double exhaustion recovery when standing still + stats.Exhaustion().Add(stats.Exhaustion().gain * dt); + } +} + +void Creature::TickBrain(double dt) { + bg_task->Tick(dt); + bg_task->Action(); + memory.Tick(dt); // do background stuff - for (auto &need : needs) { - need->ApplyEffect(*this, dt); + if (goals.empty()) { + return; + } + for (auto &goal : goals) { + goal->Tick(dt); + } + Goal *top = &*goals.front(); + // if active goal can be interrupted, check priorities + if (goals.size() > 1 && goals[0]->Interruptible()) { + std::sort(goals.begin(), goals.end(), GoalCompare); + } + if (&*goals.front() != top) { + top->SetBackground(); + goals.front()->SetForeground(); + top = &*goals.front(); + } + goals[0]->Action(); + for (auto goal = goals.begin(); goal != goals.end();) { + if ((*goal)->Complete()) { + goals.erase(goal); + } else { + ++goal; + } + } + if (&*goals.front() != top) { + goals.front()->SetForeground(); } } -glm::dmat4 Creature::LocalTransform() noexcept { - // TODO: surface transform - constexpr double half_height = 0.25; +math::AABB Creature::CollisionBox() const noexcept { + return { glm::dvec3(size * -0.5), glm::dvec3(size * 0.5) }; +} + +glm::dmat4 Creature::CollisionTransform() const noexcept { + const double half_size = size * 0.5; const glm::dvec3 &pos = situation.Position(); - return glm::translate(glm::dvec3(pos.x, pos.y, pos.z + situation.GetPlanet().Radius() + half_height)) - * glm::scale(glm::dvec3(half_height, half_height, half_height)); + glm::dmat3 orient; + orient[1] = situation.GetPlanet().NormalAt(pos); + orient[2] = situation.Heading(); + if (std::abs(glm::dot(orient[1], orient[2])) > 0.999) { + orient[2] = glm::dvec3(orient[1].z, orient[1].x, orient[1].y); + } + orient[0] = glm::normalize(glm::cross(orient[1], orient[2])); + orient[2] = glm::normalize(glm::cross(orient[0], orient[1])); + return glm::translate(glm::dvec3(pos.x, pos.y, pos.z)) + * glm::dmat4(orient) + * glm::translate(glm::dvec3(0.0, half_size, 0.0)); +} + +glm::dmat4 Creature::LocalTransform() noexcept { + const double half_size = size * 0.5; + return CollisionTransform() + * glm::scale(glm::dvec3(half_size, half_size, half_size)); } void Creature::BuildVAO() { - vao.Bind(); - vao.BindAttributes(); - vao.EnableAttribute(0); - vao.EnableAttribute(1); - vao.EnableAttribute(2); - vao.AttributePointer(0, false, offsetof(Attributes, position)); - vao.AttributePointer(1, false, offsetof(Attributes, normal)); - vao.AttributePointer(2, false, offsetof(Attributes, texture)); - vao.ReserveAttributes(6 * 4, GL_STATIC_DRAW); + vao.reset(new graphics::SimpleVAO); + vao->Bind(); + vao->BindAttributes(); + vao->EnableAttribute(0); + vao->EnableAttribute(1); + vao->EnableAttribute(2); + vao->AttributePointer(0, false, offsetof(Attributes, position)); + vao->AttributePointer(1, false, offsetof(Attributes, normal)); + vao->AttributePointer(2, false, offsetof(Attributes, texture)); + vao->ReserveAttributes(6 * 4, GL_STATIC_DRAW); { - auto attrib = vao.MapAttributes(GL_WRITE_ONLY); + auto attrib = vao->MapAttributes(GL_WRITE_ONLY); const float offset = 1.0f; for (int surface = 0; surface < 6; ++surface) { const float tex_u_begin = surface < 3 ? 1.0f : 0.0f; @@ -109,10 +635,10 @@ void Creature::BuildVAO() { attrib[4 * surface + 3].texture.z = surface; } } - vao.BindElements(); - vao.ReserveElements(6 * 6, GL_STATIC_DRAW); + vao->BindElements(); + vao->ReserveElements(6 * 6, GL_STATIC_DRAW); { - auto element = vao.MapElements(GL_WRITE_ONLY); + auto element = vao->MapElements(GL_WRITE_ONLY); for (int surface = 0; surface < 3; ++surface) { element[6 * surface + 0] = 4 * surface + 0; element[6 * surface + 1] = 4 * surface + 2; @@ -130,18 +656,24 @@ void Creature::BuildVAO() { element[6 * surface + 5] = 4 * surface + 3; } } - vao.Unbind(); + vao->Unbind(); } -void Creature::Draw(app::Assets &assets, graphics::Viewport &viewport) { - vao.Bind(); - vao.DrawTriangles(6 * 6); +void Creature::KillVAO() { + vao.reset(); +} + +void Creature::Draw(graphics::Viewport &viewport) { + if (!vao) return; + vao->Bind(); + vao->DrawTriangles(6 * 6); } -void Spawn(Creature &c, world::Planet &p, app::Assets &assets) { +void Spawn(Creature &c, world::Planet &p) { p.AddCreature(&c); - c.GetSituation().SetPlanetSurface(p, 0, glm::dvec3(0.0, 0.0, 0.0)); + c.GetSituation().SetPlanetSurface(p, glm::dvec3(0.0, 0.0, p.Radius())); + c.GetSituation().Heading(glm::dvec3(1.0, 0.0, 0.0)); // probe surrounding area for common resources int start = p.SideLength() / 2 - 2; @@ -149,7 +681,7 @@ void Spawn(Creature &c, world::Planet &p, app::Assets &assets) { std::map yields; for (int y = start; y < end; ++y) { for (int x = start; x < end; ++x) { - const world::TileType &t = assets.data.tiles[p.TileAt(0, x, y).type]; + const world::TileType &t = p.TypeAt(0, x, y); for (auto yield : t.resources) { yields[yield.resource] += yield.ubiquity; } @@ -158,50 +690,229 @@ void Spawn(Creature &c, world::Planet &p, app::Assets &assets) { int liquid = -1; int solid = -1; for (auto e : yields) { - if (assets.data.resources[e.first].state == world::Resource::LIQUID) { + if (c.GetSimulation().Resources()[e.first].state == world::Resource::LIQUID) { if (liquid < 0 || e.second > yields[liquid]) { liquid = e.first; } - } else if (assets.data.resources[e.first].state == world::Resource::SOLID) { + } else if (c.GetSimulation().Resources()[e.first].state == world::Resource::SOLID) { if (solid < 0 || e.second > yields[solid]) { solid = e.first; } } } + Genome genome; + genome.properties.Strength() = { 2.0, 0.1 }; + genome.properties.Stamina() = { 2.0, 0.1 }; + genome.properties.Dexerty() = { 2.0, 0.1 }; + genome.properties.Intelligence() = { 1.0, 0.1 }; + genome.properties.Lifetime() = { 480.0, 60.0 }; + genome.properties.Fertility() = { 0.5, 0.03 }; + genome.properties.Mutability() = { 0.9, 0.1 }; + genome.properties.Adaptability() = { 0.9, 0.1 }; + genome.properties.OffspringMass() = { 0.3, 0.02 }; + + glm::dvec3 color_avg(0.0); + double color_divisor = 0.0; + if (p.HasAtmosphere()) { - std::cout << "require breathing " << assets.data.resources[p.Atmosphere()].label << std::endl; - std::unique_ptr need(new InhaleNeed(p.Atmosphere(), 0.5, 0.1)); - need->name = assets.data.resources[p.Atmosphere()].label; - need->gain = 0.2; - need->inconvenient = 0.4; - need->critical = 0.95; - c.AddNeed(std::move(need)); + c.AddMass(p.Atmosphere(), 0.01); + color_avg += c.GetSimulation().Resources()[p.Atmosphere()].base_color * 0.1; + color_divisor += 0.1; } if (liquid > -1) { - std::cout << "require drinking " << assets.data.resources[liquid].label << std::endl; - std::unique_ptr need(new IngestNeed(liquid, 0.2, 0.01)); - need->name = assets.data.resources[liquid].label; - need->gain = 0.0001; - need->inconvenient = 0.6; - need->critical = 0.95; - c.AddNeed(std::move(need)); + c.AddMass(liquid, 0.3); + color_avg += c.GetSimulation().Resources()[liquid].base_color * 0.5; + color_divisor += 0.5; } if (solid > -1) { - std::cout << "require eating " << assets.data.resources[solid].label << std::endl; - std::unique_ptr need(new IngestNeed(solid, 0.03, 0.001)); - need->name = assets.data.resources[solid].label; - need->gain = 0.00001; - need->inconvenient = 0.6; - need->critical = 0.95; - c.AddNeed(std::move(need)); + c.AddMass(solid, 0.1); + color_avg += c.GetSimulation().Resources()[solid].base_color; + color_divisor += 1.0; + } + + if (color_divisor > 0.001) { + color_avg /= color_divisor; + } + glm::dvec3 hsl = rgb2hsl(color_avg); + genome.base_hue = { hsl.x, 0.01 }; + genome.base_saturation = { hsl.y, 0.01 }; + genome.base_lightness = { hsl.z, 0.01 }; + // use opposite color as start highlight + genome.highlight_hue = { std::fmod(hsl.x + 0.5, 1.0), 0.01 }; + genome.highlight_saturation = { 1.0 - hsl.y, 0.01 }; + genome.highlight_lightness = { 1.0 - hsl.z, 0.01 }; + + genome.Configure(c); +} + +void Genome::Configure(Creature &c) const { + c.GetGenome() = *this; + + math::GaloisLFSR &random = c.GetSimulation().Assets().random; + + c.GetProperties() = Instantiate(properties, random); + + // TODO: derive stats from properties + c.GetStats().Damage().gain = (-1.0 / 100.0); + c.GetStats().Breath().gain = (1.0 / 5.0); + c.GetStats().Thirst().gain = (1.0 / 60.0); + c.GetStats().Hunger().gain = (1.0 / 200.0); + c.GetStats().Exhaustion().gain = (-1.0 / 100.0); + c.GetStats().Fatigue().gain = (-1.0 / 100.0); + c.GetStats().Boredom().gain = (1.0 / 300.0); + + glm::dvec3 base_color( + std::fmod(base_hue.FakeNormal(random.SNorm()) + 1.0, 1.0), + glm::clamp(base_saturation.FakeNormal(random.SNorm()), 0.0, 1.0), + glm::clamp(base_lightness.FakeNormal(random.SNorm()), 0.0, 1.0) + ); + glm::dvec3 highlight_color( + std::fmod(highlight_hue.FakeNormal(random.SNorm()) + 1.0, 1.0), + glm::clamp(highlight_saturation.FakeNormal(random.SNorm()), 0.0, 1.0), + glm::clamp(highlight_lightness.FakeNormal(random.SNorm()), 0.0, 1.0) + ); + c.BaseColor(hsl2rgb(base_color)); + c.HighlightColor(hsl2rgb(highlight_color)); + c.SetBackgroundTask(std::unique_ptr(new BlobBackgroundTask(c))); + c.AddGoal(std::unique_ptr(new IdleGoal(c))); +} + + +void Split(Creature &c) { + Creature *a = new Creature(c.GetSimulation()); + const Situation &s = c.GetSituation(); + a->AddParent(c); + a->Name(c.GetSimulation().Assets().name.Sequential()); + c.GetGenome().Configure(*a); + for (const auto &cmp : c.GetComposition()) { + a->AddMass(cmp.resource, cmp.value * 0.5); + } + s.GetPlanet().AddCreature(a); + // TODO: duplicate situation somehow + a->GetSituation().SetPlanetSurface( + s.GetPlanet(), + s.Position() + glm::rotate(s.Heading() * a->Size() * 0.6, PI * 0.5, s.SurfaceNormal())); + a->BuildVAO(); + c.GetSimulation().Log() << a->Name() << " was born" << std::endl; + + Creature *b = new Creature(c.GetSimulation()); + b->AddParent(c); + b->Name(c.GetSimulation().Assets().name.Sequential()); + c.GetGenome().Configure(*b); + for (const auto &cmp : c.GetComposition()) { + b->AddMass(cmp.resource, cmp.value * 0.5); + } + s.GetPlanet().AddCreature(b); + b->GetSituation().SetPlanetSurface( + s.GetPlanet(), + s.Position() + glm::rotate(s.Heading() * b->Size() * 0.6, PI * -0.5, s.SurfaceNormal())); + b->BuildVAO(); + c.GetSimulation().Log() << b->Name() << " was born" << std::endl; + + c.Die(); +} + + +Memory::Memory(Creature &c) +: c(c) { +} + +Memory::~Memory() { +} + +void Memory::Erase() { + known_types.clear(); +} + +bool Memory::RememberLocation(const Composition &accept, glm::dvec3 &pos) const noexcept { + double best_rating = -1.0; + for (const auto &k : known_types) { + const world::TileType &t = c.GetSimulation().TileTypes()[k.first]; + auto entry = t.FindBestResource(accept); + if (entry != t.resources.end()) { + double rating = entry->ubiquity / std::max(0.125, 0.25 * glm::length2(c.GetSituation().Position() - k.second.first_loc.position)); + if (rating > best_rating) { + best_rating = rating; + pos = k.second.first_loc.position; + } + rating = entry->ubiquity / std::max(0.125, 0.25 * glm::length2(c.GetSituation().Position() - k.second.last_loc.position)); + if (rating > best_rating) { + best_rating = rating; + pos = k.second.last_loc.position; + } + } + } + if (best_rating > 0.0) { + glm::dvec3 error( + c.GetSimulation().Assets().random.SNorm(), + c.GetSimulation().Assets().random.SNorm(), + c.GetSimulation().Assets().random.SNorm()); + pos += error * (2.0 * (1.0 - c.IntelligenceFactor())); + pos = glm::normalize(pos) * c.GetSituation().GetPlanet().Radius(); + return true; + } else { + return false; + } +} + +void Memory::Tick(double dt) { + Situation &s = c.GetSituation(); + if (s.OnSurface()) { + TrackStay({ &s.GetPlanet(), s.Position() }, dt); + } + // TODO: forget +} + +void Memory::TrackStay(const Location &l, double t) { + const world::TileType &type = l.planet->TileTypeAt(l.position); + auto entry = known_types.find(type.id); + if (entry != known_types.end()) { + if (c.GetSimulation().Time() - entry->second.last_been > c.GetProperties().Lifetime() * 0.1) { + // "it's been ages" + if (entry->second.time_spent > c.Age() * 0.25) { + // the place is very familiar + c.GetStats().Boredom().Add(-0.2); + } else { + // infrequent stays + c.GetStats().Boredom().Add(-0.1); + } + } + entry->second.last_been = c.GetSimulation().Time(); + entry->second.last_loc = l; + entry->second.time_spent += t; + } else { + known_types.emplace(type.id, Stay{ + c.GetSimulation().Time(), + l, + c.GetSimulation().Time(), + l, + t + }); + // completely new place, interesting + // TODO: scale by personality trait + c.GetStats().Boredom().Add(-0.25); } } + +NameGenerator::NameGenerator() +: counter(0) { +} + +NameGenerator::~NameGenerator() { +} + +std::string NameGenerator::Sequential() { + std::stringstream ss; + ss << "Blob " << ++counter; + return ss.str(); +} + + Situation::Situation() : planet(nullptr) -, position(0.0) -, surface(0) +, state(glm::dvec3(0.0), glm::dvec3(0.0)) , type(LOST) { } @@ -212,11 +923,150 @@ bool Situation::OnPlanet() const noexcept { return type == PLANET_SURFACE; } -void Situation::SetPlanetSurface(world::Planet &p, int srf, const glm::dvec3 &pos) noexcept { +bool Situation::OnSurface() const noexcept { + return type == PLANET_SURFACE; +} + +glm::dvec3 Situation::SurfaceNormal() const noexcept { + return planet->NormalAt(state.pos); +} + +world::Tile &Situation::GetTile() const noexcept { + return planet->TileAt(state.pos); +} + +const world::TileType &Situation::GetTileType() const noexcept { + return planet->TileTypeAt(state.pos); +} + +void Situation::Move(const glm::dvec3 &dp) noexcept { + state.pos += dp; + EnforceConstraints(state); +} + +void Situation::Accelerate(const glm::dvec3 &dv) noexcept { + state.vel += dv; + EnforceConstraints(state); +} + +void Situation::EnforceConstraints(State &s) noexcept { + if (OnSurface()) { + double r = GetPlanet().Radius(); + if (glm::length2(s.pos) < r * r) { + s.pos = glm::normalize(s.pos) * r; + } + } +} + +void Situation::SetPlanetSurface(world::Planet &p, const glm::dvec3 &pos) noexcept { type = PLANET_SURFACE; planet = &p; - surface = srf; - position = pos; + state.pos = pos; + EnforceConstraints(state); +} + + +Steering::Steering(const Creature &c) +: c(c) +, target(0.0) +, haste(0.0) +, max_force(1.0) +, max_speed(1.0) +, min_dist(0.0) +, max_look(0.0) +, separating(false) +, halting(true) +, seeking(false) +, arriving(false) { +} + +Steering::~Steering() { +} + +void Steering::Off() noexcept { + separating = false; + halting = false; + seeking = false; + arriving = false; +} + +void Steering::Separate(double min_distance, double max_lookaround) noexcept { + separating = true; + min_dist = min_distance; + max_look = max_lookaround; +} + +void Steering::DontSeparate() noexcept { + separating = false; +} + +void Steering::ResumeSeparate() noexcept { + separating = true; +} + +void Steering::Halt() noexcept { + halting = true; + seeking = false; + arriving = false; +} + +void Steering::Pass(const glm::dvec3 &t) noexcept { + target = t; + halting = false; + seeking = true; + arriving = false; +} + +void Steering::GoTo(const glm::dvec3 &t) noexcept { + target = t; + halting = false; + seeking = false; + arriving = true; +} + +glm::dvec3 Steering::Force(const Situation::State &s) const noexcept { + double speed = max_speed * glm::clamp(max_speed * haste * haste, 0.25, 1.0); + double force = max_speed * glm::clamp(max_force * haste * haste, 0.5, 1.0); + glm::dvec3 result(0.0); + if (separating) { + // TODO: off surface situation + glm::dvec3 repulse(0.0); + const Situation &s = c.GetSituation(); + for (auto &other : s.GetPlanet().Creatures()) { + if (&*other == &c) continue; + glm::dvec3 diff = s.Position() - other->GetSituation().Position(); + if (glm::length2(diff) > max_look * max_look) continue; + if (!c.PerceptionTest(other->GetSituation().Position())) continue; + double sep = glm::clamp(glm::length(diff) - other->Size() * 0.707 - c.Size() * 0.707, 0.0, min_dist); + repulse += glm::normalize(diff) * (1.0 - sep / min_dist) * force; + } + result += repulse; + } + if (halting) { + // brake hard + result += -5.0 * s.vel * force; + } + if (seeking) { + glm::dvec3 diff = target - s.pos; + if (!allzero(diff)) { + result += TargetVelocity(s, (glm::normalize(diff) * speed), force); + } + } + if (arriving) { + glm::dvec3 diff = target - s.pos; + double dist = glm::length(diff); + if (!allzero(diff) && dist > std::numeric_limits::epsilon()) { + result += TargetVelocity(s, diff * std::min(dist * force, speed) / dist, force); + } + } + if (glm::length2(result) > max_force * max_force) { + result = glm::normalize(result) * max_force; + } + return result; +} + +glm::dvec3 Steering::TargetVelocity(const Situation::State &s, const glm::dvec3 &vel, double acc) const noexcept { + return (vel - s.vel) * acc; } }