}
void Creature::DoWork(double amount) noexcept {
- stats.Exhaustion().Add(amount / Stamina());
+ 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());
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 {
}
double Creature::Age() const noexcept {
- return sim.Time() - birth;
+ return Dead() ? death - birth : sim.Time() - birth;
}
double Creature::AgeFactor(double peak) const noexcept {
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::PerceptionRange() const noexcept {
- return 3.0 * (Dexerty() / (Dexerty() + 1)) + Size();
+ return 3.0 * DexertyFactor() + Size();
}
double Creature::PerceptionOmniRange() const noexcept {
- return 0.5 * (Dexerty() / (Dexerty() + 1)) + Size();
+ 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 - (Dexerty() / (Dexerty() + 1));
+ 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 (length2(diff) < omni_range * omni_range) return true;
+ if (glm::length2(diff) < omni_range * omni_range) return true;
double range = PerceptionRange();
- if (length2(diff) > range * range) return false;
- return dot(normalize(diff), situation.Heading()) > PerceptionField();
+ if (glm::length2(diff) > range * range) return false;
+ return glm::dot(glm::normalize(diff), situation.Heading()) > PerceptionField();
}
double Creature::OffspringChance() const noexcept {
void Creature::AddGoal(std::unique_ptr<Goal> &&g) {
g->Enable();
+ if (goals.empty()) {
+ g->SetForeground();
+ }
goals.emplace_back(std::move(g));
}
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);
+ 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 = normalize(state.vel);
+ state.dir = glm::normalize(state.vel);
} else if (std::abs(ang - PI) < 0.001) {
- state.dir = rotate(state.dir, turn_rate, situation.GetPlanet().NormalAt(state.pos));
+ state.dir = glm::rotate(state.dir, turn_rate, situation.GetPlanet().NormalAt(state.pos));
} else {
- state.dir = rotate(state.dir, turn_rate, normalize(cross(state.dir, nvel)));
+ state.dir = glm::rotate(state.dir, turn_rate, glm::normalize(glm::cross(state.dir, nvel)));
}
}
situation.SetState(state);
// work is force times distance
- DoWork(length(f.acc) * Mass() * length(f.vel) * dt);
+ DoWork(glm::length(f.acc) * Mass() * glm::length(f.vel) * dt);
}
Situation::Derivative Creature::Step(const Situation::Derivative &ds, double dt) const noexcept {
// 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 fn(normal * glm::dot(force, normal));
glm::dvec3 ft(force - fn);
double u = 0.4;
- glm::dvec3 friction(-length(fn) * ft * u);
+ glm::dvec3 friction(-glm::length(fn) * ft * u);
force += friction;
}
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()) {
++goal;
}
}
+ if (&*goals.front() != top) {
+ goals.front()->SetForeground();
+ }
}
math::AABB Creature::CollisionBox() const noexcept {
glm::dmat3 orient;
orient[1] = situation.GetPlanet().NormalAt(pos);
orient[2] = situation.Heading();
- if (std::abs(dot(orient[1], orient[2])) > 0.999) {
+ 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] = normalize(cross(orient[1], orient[2]));
- orient[2] = normalize(cross(orient[0], orient[1]));
- return glm::translate(glm::dvec3(pos.x, pos.y, pos.z + half_size))
- * glm::dmat4(orient);
+ 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 {
// TODO: duplicate situation somehow
a->GetSituation().SetPlanetSurface(
s.GetPlanet(),
- s.Position() + glm::dvec3(0.0, 0.55 * a->Size(), 0.0));
+ 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;
s.GetPlanet().AddCreature(b);
b->GetSituation().SetPlanetSurface(
s.GetPlanet(),
- s.Position() - glm::dvec3(0.0, 0.55 * b->Size(), 0.0));
+ 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;
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) {
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);
}
void Situation::EnforceConstraints(State &s) noexcept {
if (OnSurface()) {
double r = GetPlanet().Radius();
- if (length2(s.pos) < r * r) {
- s.pos = normalize(s.pos) * r;
+ if (glm::length2(s.pos) < r * r) {
+ s.pos = glm::normalize(s.pos) * r;
}
}
}
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;
+ if (glm::length2(diff) > max_look * max_look) continue;
if (!c.PerceptionTest(other->GetSituation().Position())) continue;
- double sep = glm::clamp(length(diff) - other->Size() * 0.707 - c.Size() * 0.707, 0.0, min_dist);
- repulse += normalize(diff) * (1.0 - sep / min_dist) * force;
+ 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 (seeking) {
glm::dvec3 diff = target - s.pos;
if (!allzero(diff)) {
- result += TargetVelocity(s, (normalize(diff) * speed), force);
+ result += TargetVelocity(s, (glm::normalize(diff) * speed), force);
}
}
if (arriving) {
glm::dvec3 diff = target - s.pos;
- double dist = length(diff);
+ double dist = glm::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;
+ if (glm::length2(result) > max_force * max_force) {
+ result = glm::normalize(result) * max_force;
}
return result;
}