]> git.localhorst.tv Git - blobs.git/blobdiff - src/creature/creature.cpp
change mode of steering mixing
[blobs.git] / src / creature / creature.cpp
index ed8551ca49bd1e8330d0336cf0eae885ab97812f..1a88dba1ab7d76831972bdaa3b0fab4d3e7b0973 100644 (file)
+#include "Composition.hpp"
 #include "Creature.hpp"
-#include "Need.hpp"
+#include "Genome.hpp"
+#include "Memory.hpp"
+#include "NameGenerator.hpp"
+#include "Situation.hpp"
+#include "Steering.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 <algorithm>
+#include <sstream>
 #include <glm/gtx/transform.hpp>
+#include <glm/gtx/vector_angle.hpp>
 
 #include <iostream>
+#include <glm/gtx/io.hpp>
 
 
 namespace blobs {
 namespace creature {
 
-Creature::Creature()
-: body(nullptr)
-, surface(0)
-, position()
+Composition::Composition()
+: components()
+, total_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) {
+                               components.erase(c);
+                       }
+                       found = true;
+                       break;
+               }
+       }
+       if (!found && amount > 0.0) {
+               components.emplace_back(res, amount);
+       }
+       std::sort(components.begin(), components.end(), CompositionCompare);
+       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;
+}
+
+
+Creature::Creature(world::Simulation &sim)
+: sim(sim)
 , name()
-, health(1.0)
-, needs()
+, genome()
+, properties()
+, composition()
+, 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::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.Assets().data.resources[c.resource].density;
+               if (sim.Assets().data.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 {
+       // TODO: check foreign materials
+       if (sim.Resources()[res].state == world::Resource::SOLID) {
+               // 15% of solids stays in body
+               AddMass(res, amount * 0.15);
+       } else {
+               // 10% of fluids stays in body
+               AddMass(res, amount * 0.05);
+       }
+       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());
+       // 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);
+       }
+}
+
+void Creature::Hurt(double amount) noexcept {
+       stats.Damage().Add(amount);
+       if (stats.Damage().Full()) {
+               std::cout << "[" << ui::TimeString(sim.Time()) << "] " << name << " ";
+               if (stats.Exhaustion().Full()) {
+                       std::cout << "died of exhaustion";
+               } else if (stats.Breath().Full()) {
+                       std::cout << "suffocated";
+               } else if (stats.Thirst().Full()) {
+                       std::cout << "died of thirst";
+               } else if (stats.Hunger().Full()) {
+                       std::cout << "starved to death";
+               } else {
+                       std::cout << "succumed to wounds";
+               }
+               std::cout << " at an age of " << ui::TimeString(Age())
+                       << " (" << ui::PercentageString(Age() / properties.Lifetime())
+                       << "% of life expectancy of " << ui::TimeString(properties.Lifetime())
+                       << ")" << std::endl;
+               Die();
+       }
+}
+
+void Creature::Die() noexcept {
+       if (Dead()) return;
+
+       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 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::Stamina() const noexcept {
+       return properties.Stamina() * ExhaustionFactor() * AgeFactor(0.25);
+}
+
+double Creature::Dexerty() const noexcept {
+       return properties.Dexerty() * ExhaustionFactor() * AgeFactor(0.25);
+}
+
+double Creature::Intelligence() const noexcept {
+       return properties.Intelligence() * FatigueFactor() * AgeFactor(0.25);
+}
+
+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::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<Goal> &&g) {
+       g->Enable();
+       goals.emplace_back(std::move(g));
+}
+
+namespace {
+
+bool GoalCompare(const std::unique_ptr<Goal> &a, const std::unique_ptr<Goal> &b) {
+       return b->Urgency() < a->Urgency();
+}
+
+}
 
 void Creature::Tick(double dt) {
-       for (Need &need : needs) {
-               need.Tick(dt);
-               if (!need.IsSatisfied()) {
-                       health = std::max(0.0, health - need.penalty * 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 (length2(state.vel) > 0.000001) {
+               glm::dvec3 nvel(normalize(state.vel));
+               double ang = angle(nvel, state.dir);
+               double turn_rate = PI * 0.75 * dt;
+               if (ang < turn_rate) {
+                       state.dir = normalize(state.vel);
+               } else if (std::abs(ang - PI) < 0.001) {
+                       state.dir = rotate(state.dir, turn_rate, world::Planet::SurfaceNormal(situation.Surface()));
+               } else {
+                       state.dir = rotate(state.dir, turn_rate, normalize(cross(state.dir, nvel)));
                }
        }
+       situation.SetState(state);
+       // work is force times distance
+       DoWork(length(f.acc) * Mass() * 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 = s.pos[(situation.Surface() + 2) % 3];
+       glm::dvec3 normal(world::Planet::SurfaceNormal(situation.Surface()));
+       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 * dot(force, normal));
+               glm::dvec3 ft(force - fn);
+               double u = 0.4;
+               glm::dvec3 friction(-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);
+       }
+       stats.Breath().Add(stats.Breath().gain * stats.Exhaustion().value * 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
+       if (goals.empty()) {
+               return;
+       }
+       for (auto &goal : goals) {
+               goal->Tick(dt);
+       }
+       // if active goal can be interrupted, check priorities
+       if (goals.size() > 1 && goals[0]->Interruptible()) {
+               std::sort(goals.begin(), goals.end(), GoalCompare);
+       }
+       goals[0]->Action();
+       for (auto goal = goals.begin(); goal != goals.end();) {
+               if ((*goal)->Complete()) {
+                       goals.erase(goal);
+               } else {
+                       ++goal;
+               }
+       }
+}
+
+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();
+       const glm::dmat3 srf(world::Planet::SurfaceOrientation(situation.Surface()));
+       return glm::translate(glm::dvec3(pos.x, pos.y, pos.z + half_size))
+               * glm::rotate(glm::orientedAngle(-srf[2], situation.Heading(), srf[1]), srf[1])
+               * glm::dmat4(srf);
 }
 
 glm::dmat4 Creature::LocalTransform() noexcept {
-       // TODO: surface transform
-       constexpr double half_height = 0.25;
-       return glm::translate(glm::dvec3(position.x, position.y, position.z + body->Radius() + half_height))
-               * glm::scale(glm::dvec3(half_height, half_height, half_height));
+       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<glm::vec3>(0, false, offsetof(Attributes, position));
-       vao.AttributePointer<glm::vec3>(1, false, offsetof(Attributes, normal));
-       vao.AttributePointer<glm::vec3>(2, false, offsetof(Attributes, texture));
-       vao.ReserveAttributes(6 * 4, GL_STATIC_DRAW);
+       vao.reset(new graphics::SimpleVAO<Attributes, unsigned short>);
+       vao->Bind();
+       vao->BindAttributes();
+       vao->EnableAttribute(0);
+       vao->EnableAttribute(1);
+       vao->EnableAttribute(2);
+       vao->AttributePointer<glm::vec3>(0, false, offsetof(Attributes, position));
+       vao->AttributePointer<glm::vec3>(1, false, offsetof(Attributes, normal));
+       vao->AttributePointer<glm::vec3>(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;
@@ -102,10 +538,10 @@ 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;
@@ -123,19 +559,24 @@ void Creature::BuildVAO() {
                        element[6 * surface + 5] = 4 * surface + 3;
                }
        }
-       vao.Unbind();
+       vao->Unbind();
+}
+
+void Creature::KillVAO() {
+       vao.reset();
 }
 
-void Creature::Draw(app::Assets &assets, graphics::Viewport &viewport) {
-       vao.Bind();
-       vao.DrawTriangles(6 * 6);
+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.Surface(0);
-       c.Position(glm::dvec3(0.0, 0.0, 0.0));
+       c.GetSituation().SetPlanetSurface(p, 0, p.TileCenter(0, p.SideLength() / 2, p.SideLength() / 2));
+       c.GetSituation().Heading(-world::Planet::SurfaceOrientation(0)[2]);
 
        // probe surrounding area for common resources
        int start = p.SideLength() / 2 - 2;
@@ -143,7 +584,7 @@ void Spawn(Creature &c, world::Planet &p, app::Assets &assets) {
        std::map<int, double> 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;
                        }
@@ -152,49 +593,372 @@ 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;
-               Need need;
-               need.resource = p.Atmosphere();
-               need.gain = 0.25;
-               need.critical = 0.95;
-               need.penalty = 0.1;
-               c.AddNeed(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;
-               Need need;
-               need.resource = liquid;
-               need.gain = 0.0001;
-               need.critical = 0.95;
-               need.penalty = 0.01;
-               c.AddNeed(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;
-               Need need;
-               need.resource = solid;
-               need.gain = 0.00001;
-               need.critical = 0.95;
-               need.penalty = 0.001;
-               c.AddNeed(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<Goal>(new BlobBackgroundTask(c)));
+       c.AddGoal(std::unique_ptr<Goal>(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.Surface(),
+               s.Position() + glm::dvec3(0.0, 0.55 * a->Size(), 0.0));
+       a->BuildVAO();
+       std::cout << "[" << ui::TimeString(c.GetSimulation().Time()) << "] "
+               << 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.Surface(),
+               s.Position() - glm::dvec3(0.0, 0.55 * b->Size(), 0.0));
+       b->BuildVAO();
+       std::cout << "[" << ui::TimeString(c.GetSimulation().Time()) << "] "
+               << b->Name() << " was born" << std::endl;
+
+       c.Die();
+}
+
+
+Memory::Memory(Creature &c)
+: c(c) {
+}
+
+Memory::~Memory() {
+}
+
+void Memory::Erase() {
+       known_types.clear();
+}
+
+void Memory::Tick(double dt) {
+       Situation &s = c.GetSituation();
+       if (s.OnTile()) {
+               TrackStay({ &s.GetPlanet(), s.Surface(), s.SurfacePosition() }, dt);
+       }
+}
+
+void Memory::TrackStay(const Location &l, double t) {
+       const world::TileType &type = l.planet->TypeAt(l.surface, l.coords.x, l.coords.y);
+       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)
+, state(glm::dvec3(0.0), glm::dvec3(0.0))
+, surface(0)
+, type(LOST) {
+}
+
+Situation::~Situation() {
+}
+
+bool Situation::OnPlanet() const noexcept {
+       return type == PLANET_SURFACE;
+}
+
+bool Situation::OnSurface() const noexcept {
+       return type == PLANET_SURFACE;
+}
+
+bool Situation::OnTile() const noexcept {
+       if (type != PLANET_SURFACE) return false;
+       glm::ivec2 t(planet->SurfacePosition(surface, state.pos));
+       return t.x >= 0 && t.x < planet->SideLength()
+               && t.y >= 0 && t.y < planet->SideLength();
+}
+
+glm::ivec2 Situation::SurfacePosition() const noexcept {
+       return planet->SurfacePosition(surface, state.pos);
+}
+
+world::Tile &Situation::GetTile() const noexcept {
+       glm::ivec2 t(planet->SurfacePosition(surface, state.pos));
+       return planet->TileAt(surface, t.x, t.y);
+}
+
+const world::TileType &Situation::GetTileType() const noexcept {
+       glm::ivec2 t(planet->SurfacePosition(surface, state.pos));
+       return planet->TypeAt(surface, t.x, t.y);
+}
+
+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()) {
+               if (Surface() < 3) {
+                       if (s.pos[(Surface() + 2) % 3] < GetPlanet().Radius()) {
+                               s.pos[(Surface() + 2) % 3] = GetPlanet().Radius();
+                               s.vel[(Surface() + 2) % 3] = std::max(0.0, s.vel[(Surface() + 2) % 3]);
+                       }
+               } else {
+                       if (s.pos[(Surface() + 2) % 3] > -GetPlanet().Radius()) {
+                               s.pos[(Surface() + 2) % 3] = -GetPlanet().Radius();
+                               s.vel[(Surface() + 2) % 3] = std::min(0.0, s.vel[(Surface() + 2) % 3]);
+                       }
+               }
        }
 }
 
+void Situation::SetPlanetSurface(world::Planet &p, int srf, const glm::dvec3 &pos) noexcept {
+       type = PLANET_SURFACE;
+       planet = &p;
+       surface = srf;
+       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 (length2(diff) > max_look * max_look) continue;
+                       double sep = length(diff) - other->Size() * 0.707 - c.Size() * 0.707;
+                       if (sep < min_dist) {
+                               repulse += normalize(diff) * (1.0 - sep / min_dist);
+                       }
+               }
+               result += repulse;
+       }
+       if (halting) {
+               // break twice as hard
+               result += -2.0 * s.vel * force;
+       }
+       if (seeking) {
+               glm::dvec3 diff = target - s.pos;
+               if (!allzero(diff)) {
+                       result += TargetVelocity(s, (normalize(diff) * speed), force);
+               }
+       }
+       if (arriving) {
+               glm::dvec3 diff = target - s.pos;
+               double dist = length(diff);
+               if (!allzero(diff) && dist > std::numeric_limits<double>::epsilon()) {
+                       result += TargetVelocity(s, diff * std::min(dist * force, speed) / dist, force);
+               }
+       }
+       if (length2(result) > max_force * max_force) {
+               result = normalize(result) * max_force;
+       }
+       return result;
+}
 
-void Need::Tick(double dt) noexcept {
-       value = std::min(1.0, value + gain * dt);
+glm::dvec3 Steering::TargetVelocity(const Situation::State &s, const glm::dvec3 &vel, double acc) const noexcept {
+       return (vel - s.vel) * acc;
 }
 
 }